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@thefranke
thefranke / RSS.md
Last active November 12, 2025 17:40
A list of RSS endpoints, readers and resources

The RSS Endpoint List

Please refer to this blogpost to get an overview.

Replace *-INSTANCE with one of the public instances listed in the scrapers section. Replace CAPITALIZED words with their corresponding identifiers on the website.

Social Media

Twitter

@pixnblox
pixnblox / shading_position.hlsl
Last active August 3, 2024 17:21
Address the shadow terminator problem by computing a new shading position
// Projects the specified position (point) onto the plane with the specified origin and normal.
float3 projectOnPlane(float3 position, float3 origin, float3 normal)
{
return position - dot(position - origin, normal) * normal;
}
// Computes the shading position of the specified geometric position and vertex positions and
// normals. For a triangle with normals describing a convex surface, this point will be slightly
// above the surface. For a concave surface, the geometry position is used directly.
// NOTE: The difference between the shading position and geometry position is significant when
@bgolus
bgolus / WorldNormalFromDepthTexture.shader
Last active October 9, 2025 03:53
Different methods for getting World Normal from Depth Texture, without any external script dependencies.
Shader "WorldNormalFromDepthTexture"
{
Properties {
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
#pragma section(".remotery_code", read, execute)
__declspec(allocate(".remotery_code"))
static const uint8_t code[] =
{
0x50, // push rax
0x9C, // pushfq
0x53, // push rbx
0x51, // push rcx
0x52, // push rdx
(** User Mathematica initialization file **)
(** See https://reference.wolfram.com/language/tutorial/ConfigurationFiles.html for info on instaling this file **)
(** Display graphics inline in iTerm2. I don't know an easy way to test if we're running in iTerm2 without looking at the process table. **)
imgcat[image_Graphics]:=(
WriteString[$Output, "\033]1337;File=inline=1:"<>ExportString[ExportString[image,"PNG"],"Base64"]<>"\007"];
Null
)
@h3r2tic
h3r2tic / restir-meets-surfel-lighting-breakdown.md
Created November 23, 2021 02:15
A quick breakdown of lighting in the `restir-meets-surfel` branch of my renderer

A quick breakdown of lighting in the restir-meets-surfel branch of my renderer, where I revive some olde surfel experiments, and generously sprinkle ReSTIR on top.

General remarks

Please note that this is all based on work-in-progress experimental software, and represents a single snapshot in development history. Things will certainly change 😛

Due to how I'm capturing this, there's frame-to-frame variability, e.g. different rays being shot, TAA shimmering slightly. Some of the images come from a dedicated visualization pass, and are anti-aliased, and some show internal buffers which are not anti-aliased.

Final images

@h3r2tic
h3r2tic / raymarch.hlsl
Last active September 21, 2025 11:18
Depth buffer raymarching for contact shadows, SSGI, SSR, etc.
// Copyright (c) 2023 Tomasz Stachowiak
//
// This contribution is dual licensed under EITHER OF
//
// Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0)
// MIT license (http://opensource.org/licenses/MIT)
//
// at your option.
#include "/inc/frame_constants.hlsl"