VJ UNION

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Sleepless Monk
Sleepless Monk

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Update on my ISF shaders

ooo seems 150 shaders are cooking, I'll finish this project for magic in a week or so, absolute insanity, Im actually feeling proud of this, far more than any vj pack, each and every tunable parameter was handcoded into the shader, but courtesy to ai for saving time, im no dr manhattan.
wow after figuring these out, im like why even make more but there are about 40 or so from last year that I have to add, then about 50-60 that have not been tweaked, and maybe 50-60 out of the ones that dont work to tweak further. Wellll there is till about a few 100 worth tweaking from shadertoy slowly over the years. But many of the major ones are done (or given up after horribly long attempts).
So guess this slowly concludes my longest project for 10 years : my crazy attempts to keep track of the best shaders on shadertoy every week (at least the ones relevant to me) and customize and make new stuff by understanding them.
I'll just have to check on new ones few days every month. So I guess soon I'll have lot of time for other projects and vj packs.
(this project is for magic. But over the months I'll release some of these on smode and resolume. Heavym, madmapper, vdmx and likes should be supporting them off the bat, only tested heavym and madmapper, madmapper works with most of them, heavym has issues with about 60-70%. Unfortunately isfs donot work well on unreal engine, unity or touchdesigner by default, it woudnot make much sense to convert isfs to hsl or glsl, but i'll be releasing some of own and heavily tweaked ones directly from glsl eventually.)
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Discussion (2)

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dot2dot profile image
bareimage

Gentle reminder, that shadertoy shaders are mostly Creative Commons with NonComercial claws

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Sleepless Monk Author • Edited on

are you joking dude or you missed the fact that I spent extensive amount of time further coding each and everyone and that there are many of my own shaders there. Do you know what an isf file is? the parameters and sliders you see, (1000s here) are each hand coded into the shaders for which in many cases the whole logic and direction of the shader had to be changed. Do you know what non-commercial or creative commons clause even means? It means I cannot work in 'commercial' events with commercial budget directly with the unmodified shaders from shadertoy, it doesnot prevent me from using my modified shaders for vjing for most events, except the most commercial ones which I dont even work in (it is not simply about looking different, the code is very different on many of these, almost of half of them I had to work hours even to convert them from glsl to isf, before even adding any json inputs. the syntax is fairly different between glsl and isf, and there many specific issues like how vec4 is handled. Not to mention that many advanced coders on shadertoy are frequently in the habit of heavily golfing or shortening their code). Finally it prevents me from selling the original or modified code for 'commercial' profit. None of my vj packs are for commercial prices and they all come with the creative share alike license. Nor am I merely selling isf files unless they are dirt cheap (some of these isfs are actually available for free on isf.editor and github). There is extensive work involved in the host software itself requiring its know how. So yeah to summarize buddy I work with VJ Union, I'm very familiar with licensing and the likes. Oh yeah I'm also not the only one to do this. Lols, I actually know personally some of these people I modified the code from. I am fractal artist since 2013. I also created the only group on facebook dedicated to shaders, isf and fractals way back in 2015. I suppose you meant well but lot of vj packs and content is anyhow sold under creative commons share alike, you also need to understand that almost no vj I know (and I know many) get rich from vj packs or ever sell more than a few. Sincerely hope you keep these things in mind before trying to give criticism in future.