A slightly older, hardly noticed shader, but it fascinated me. Nine different materials, some of which react with each other and either follow gravity and fall to the ground, or disappear upwards. Here I finally managed to implement the adaptation of the different accesses to matrices. In WebGL, the values can be read out or changed either directly via the matrix or via array access. This is actually quite easy with the help of a union, but I wasn't quite sure if it really worked correctly, as you can see it did :-)
I didn't even notice it at first, but now I see this flickering and this rhythmic blurring. I looked for the cause, different framerate, fusion composition rendered separately (many tries).
This setting under Encoder seems to be an optimization at NVIDIA, which "shrinks" the result file to about 400 MB, but causes these problems with this special shader. Here is the result with the "Native" setting. A huge file, but no rhythmic blurring: • WebGL to DCTL: FallingSand !Native Renderi...
Mainactor:
Falling Sand Ost_ https://www.shadertoy.com/view/MdyGWz by ostkaka