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I wrote a shader to create the LTT logo (also available in RGB)

ChutneyPot

I like to create some shaders on ShaderToy from time to time and was out of ideas on what to make next. I've been watching a lot of LTT videos lately in anticipation of building my new PC early next year. So I figured I'd make the logo and add in some RGB because why not! The source code is there, feel free to play with around with it if you like 😊

 

https://www.shadertoy.com/view/WsKfDz

 

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33 minutes ago, ChutneyPot said:

I like to create some shaders on ShaderToy from time to time and was out of ideas on what to make next. I've been watching a lot of LTT videos lately in anticipation of building my new PC early next year. So I figured I'd make the logo and add in some RGB because why not! The source code is there, feel free to play with around with it if you like 😊

 

https://www.shadertoy.com/view/WsKfDz

 

That's pretty dope. I've never seen that website before. Just looking at a few examples of other shaders on the website everything appears to be completed in a single pipeline stage. Is everything on the site just procedural generation in a fragment shader?

CPU: Intel i7 - 5820k @ 4.5GHz, Cooler: Corsair H80i, Motherboard: MSI X99S Gaming 7, RAM: Corsair Vengeance LPX 32GB DDR4 2666MHz CL16,

GPU: ASUS GTX 980 Strix, Case: Corsair 900D, PSU: Corsair AX860i 860W, Keyboard: Logitech G19, Mouse: Corsair M95, Storage: Intel 730 Series 480GB SSD, WD 1.5TB Black

Display: BenQ XL2730Z 2560x1440 144Hz

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1 hour ago, zhnu said:

Indeed you did great job, very shiny.

Thanks!

44 minutes ago, trag1c said:

That's pretty dope. I've never seen that website before. Just looking at a few examples of other shaders on the website everything appears to be completed in a single pipeline stage. Is everything on the site just procedural generation in a fragment shader?

Thank you, yeah ShaderToy has been around for a while (I think its still in beta though). And yes, everything is in the fragment shader, there are no meshes or anything and it's all procedurally created. Most of the 3d shaders on there render volumes using ray marching and Signed Distance Fields (SDFs). It's really cool to see the kind of stuff people come up with!

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There are a few ray tracers as well. :) Unfortunately custom buffers aren't supported :( but built in stuff can be used.

ಠ_ಠ

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