[-] FencerDevLog@programming.dev 1 points 1 week ago

1.2.9 (2026-10-23): Added day_and_night (scene, script and shader).

[-] FencerDevLog@programming.dev 1 points 3 weeks ago

1.2.8 (2026-10-10): Added spiral_screen (scene and shader). Added cracked_glass (scene and shader).

[-] FencerDevLog@programming.dev 1 points 1 month ago

Yeah, I don't say it's the best possible simulation. It could be a lot better. The point was to demonstrate the usage of the light() function, mostly.

[-] FencerDevLog@programming.dev 1 points 1 month ago

1.2.7 (2026-09-29): Added diamond_fire (scene and shader). Added screen_shake (scene and shader).

[-] FencerDevLog@programming.dev 1 points 2 months ago

1.2.5 (2026-09-02): Added spiral_galaxy (scene and shader). Added refraction_tunnel (scene and shader).

[-] FencerDevLog@programming.dev 1 points 2 months ago

1.2.4 (2026-08-15): Added animated_star (scene and shader). Added cave_tunnel (scene and shader).

[-] FencerDevLog@programming.dev 1 points 3 months ago

1.2.3 (2026-07-23): Added seismograph (scene and shader). Added lava (scene and shader).

[-] FencerDevLog@programming.dev 1 points 3 months ago

1.2.2 (2026-07-17): Added electric_wave (scene and shader). Added heart_monitor (scene and shader). Fixed flag.shader (+ replaced by +=).

[-] FencerDevLog@programming.dev 1 points 4 months ago

1.2.1 (2026-07-08): Added one_line_warp (scene and shader). Added flag (scene and shader).

[-] FencerDevLog@programming.dev 1 points 5 months ago

Thanks! And yes, check it out.

[-] FencerDevLog@programming.dev 1 points 5 months ago

Sounds great! Good luck with yout project.

21

Hi everyone! We’ve already created several 2D fire effects here and even one or two 3D ones. This time we’ll return to two dimensions and show how to make a slightly different kind of fire using a few layers and a somewhat different technique.

27

Hi everyone! We have another effect on the agenda whose code fits on a single line. This time it will be a simple edge detection, which we can also use as an original way to fade out a scene, for example, after finishing a level in our game. So let’s go ahead and program that one line.

10

Hi everyone! We’ve already covered several shaders that simulate fog, but they were mostly side effects of technologies that aren’t primarily designed for fog. This time, we’ll finally create a true fog shader and take a look at what options Godot 4 offers for this type of effect.

27

Hello, everyone! This is a continuation of the previous tutorial, in which we created a simple dithering effect that can be used to simulate, for example, low-quality film or interference in a TV signal on an old screen. And as I promised, this time we’ll finish the topic by programming a shader for classic dithering with a regular structure.

17

Hi everyone! Let’s continue programming shaders whose code fits on a single line. This time, we’ll create an effect called dithering, which in this case means rendering an image using a heavily limited color palette.

14

Hello, everyone! The effect I’ll be creating in this video falls into the category of image distortion—that is, a simulation of an imperfect display or external interference. As we can see, this interference resembles frequency modulation of a signal and is based on a similar principle. So, let’s take a look at how this algorithm works.

24

Hi everyone! This is the first video I’ve published in 2026, and since I wouldn’t like to start the new year with something extremely complicated, this tutorial will be easy and quick. We’ll show how we can simulate a view through something like small glass blocks using a shader whose code fits on a single line.

25

Hi everyone! There are only a few days left until the end of 2025, so I’ll release one more video tutorial this year. Once again, it will be a contribution to the category of scene transitions. And I would say that the rotating vertical tiles look quite impressive. So let’s go ahead and program it.

20

Hi everyone! We’re almost at the end of the year - at least at the time of recording this video—which means we still have time for one more broken-screen effect. This time, it will be a simulation of an LCD monitor that has suffered some sort of internal malfunction or has something inside that cracked and damaged the digital signal. So let’s go ahead and program it.

54

Hi everyone! This time we’ll once again take a short break from creating shaders. Instead, I’ll describe how we can test a game developed in the Godot Engine on the Steam Deck and what needs to be ensured or verified before we release our game for this console as well.

20

Hi everyone! Didn’t I say recently that you can never have too many scene-transition effects? I’ve just created another one that can also be customized in interesting ways, so it’s basically three effects in one. Let’s take a look at how such a shader works.

27

Hello everyone! This time we’ll create a shader that simulates playback from a faulty videotape. Yes, it’s a simulation of an outdated technology that’s almost unknown today, but I still think it’s an interesting effect that can find its place in many games. So let’s get to it.

[-] FencerDevLog@programming.dev 1 points 1 year ago

0.9.4 (2025-07-04): Added ray_marching_7 (scene and shader) and magic_portal (scene and shader). Updated polar_heart (shader).

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