Thank you. 😎
0.9.6 (2025-07-12): Added vo_sphere (scene and shader), ray_marching_10 (scene and shader), and sonar (scene and shader).
0.9.4 (2025-07-04): Added ray_marching_7 (scene and shader) and magic_portal (scene and shader). Updated polar_heart (shader).
0.9.3 (2025-05-25): Added ray_marching_6 (scene, shader, and texture). Added voronoi_mosaic (scene and shader).
I see. Good idea.
Thanks! The offset of UV coordinates works like refraction, localized to the corresponding cell of the defined grid. Without using a noise texture, such light refraction would be circular, similar to the magnifying glass effect. However, this approach creates slightly irregular shapes, which better simulate droplets on a window pane. If you reduce the drop_layer function to its absolute minimum, you should see the mentioned grid before the shaping and movement of the droplets.
Like this:
vec2 drop_layer(vec2 uv, float time) {
vec2 grid = vec2(grid_x, grid_y);
vec2 drop_uv = fract(uv * grid);
drop_uv = 2.0 * drop_uv - 1.0;
vec2 drop_size = drop_uv / grid;
return drop_size;
}
Yes, you are right. Fixed.
Thank you! 😎
I think that section is just automatically fetched from the YouTube video description, and ignores line breaks. Here's the correct URL: https://filiprachunek.gumroad.com/l/godot4
FencerDevLog
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Good plan! 😎