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Nautilus 1k by Weyland Yutani
screenshot added by Weyland Yutani on 2010-07-30 17:45:31
platform :
type :
release date : july 2010
  • 38
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popularity : 61%
  • 0.86
alltime top: #3166
added on the 2010-07-30 15:38:08 by Weyland Yutani Weyland Yutani

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Gives me the red screen of broken shaders :/
added on the 2010-07-30 16:29:29 by msqrt msqrt
vec4 v=0;
vec4 v=vec4(0);

(gshaderreplacer is awesome ;)
added on the 2010-07-30 16:35:42 by Gargaj Gargaj
Oh, ty :> Sure is a sexy hack, that gshaderreplacer.

The intro is good too, I've always had a thing for smooth morphing surfaces like that.
rulez added on the 2010-07-30 16:48:43 by msqrt msqrt
I updated the archive, should work with ATI cards now, thanks Gargaj for the heads up

I've also added extra resolutions including a widescreen hires one, enjoy!
is it supposed to stand still btw?
added on the 2010-07-30 17:27:09 by Gargaj Gargaj
Ehm, no!

I don't have an ATI card to test it on though, using glColor3us((unsigned short)GetTickCount(),0,0); and float r=gl_Color.r*32; in the shader
I get a static noise pattern here on an ATI card
added on the 2010-07-30 17:50:17 by Zplex Zplex
Uhm, expect a final soon :)
cool thing you got there, i used 1024x768 because that widescreen res won't work, might be the strange width x height, why not something more standard like 720p or 1050p or..
rulez added on the 2010-07-30 17:58:17 by PENETRATOR PENETRATOR
the fact that iq's 1k framework has the same bug (it seems) kindof absolves you from responsibility :)
added on the 2010-07-30 18:01:42 by Gargaj Gargaj
I'll add more resolutions and some windowed versions, I'll fix the timer when someone can give me a tip how to circumvent that Nvidia only code
rulez added on the 2010-07-30 18:09:29 by panic panic
nice! doorgaan!
rulez added on the 2010-07-30 18:12:28 by superplek superplek
I have it kind of textured, different than on screenshot (most probably because water here around is dirty as fuck).
rulez added on the 2010-07-30 18:29:36 by Pirx Pirx
nice one! nv 8800GTX here, no problems have occured
rulez added on the 2010-07-30 19:02:46 by RRROAR RRROAR
added on the 2010-07-30 19:21:12 by bitl bitl
rulez added on the 2010-07-30 20:17:24 by Buckethead Buckethead
Still, here.
added on the 2010-07-30 20:29:57 by xernobyl xernobyl
better than the gnome filemanager!
rulez added on the 2010-07-30 20:46:44 by maali maali
nice shader.
I didn't know you could define 2d vectors like (1024,768) instead of vec2(1024,768)
Code: vec2 c=-1+2*gl_FragCoord.rg/(1024,768);

Seems... dangerous.

I had to fix the glsl code to make it "glsl specification compliant" so it worked in sahdertoy too ;) In fact, it works now... so... do you mind if I add it to shadertoy?

I like the shapes a lot, it's quite hipnotizing :)
rulez added on the 2010-07-30 21:17:32 by iq iq
btw, the intersection refinement stage

Code: i-=5; for(int r=0;r<5;r++) { if(e(o+g*i)<.4) break; i++; }

seems like a lot of code/bytes for the subtle visual improvement it brings, doesn't it?
added on the 2010-07-30 21:20:26 by iq iq
I'm sorry, this is psychos's and his gshaderreplacer's fault. I shut up now.
added on the 2010-07-30 21:22:09 by iq iq
I'd love that iq, go ahead, I know I've done some evil unsafe casting to crunch it down to 1024 bytes, no wonder it borks on ATI cards

Thanks for the praise, your productions and theory got me inspired to work out the math and code this in the first place.

BTW: Any idea why the timer is stuck on ATI?
Hahaha, it was either the refining loop or normalising the final vector, the last one had a more profound effect on the lighting but I liked the buggy fuzzy lighting the refinement subtly added

I can send a non-optimised 4k version with more complex scenery and full render fidelity, I might add it to the archive even
leipe shit, ouwe!
rulez added on the 2010-07-30 21:38:16 by skrebbel skrebbel
Thumb up cos the .nfo mentions stroopwafels!
rulez added on the 2010-07-30 22:12:33 by ara ara
Hey, not bad :).
rulez added on the 2010-07-30 22:34:36 by elfan elfan
Nice name, OK visuals, and great learning experience for you ;) . I'd call that a good prod.
rulez added on the 2010-07-30 22:46:12 by ferris ferris
nice first!
rulez added on the 2010-07-30 22:58:31 by Psycho Psycho
good job !
firstprodthumb !
rulez added on the 2010-07-30 22:58:54 by ɧ4ɾɗվ. ɧ4ɾɗվ.
What Ferris (<3) said.
rulez added on the 2010-07-30 23:01:23 by decipher decipher
friendly for the eye, nice for my senses.
rulez added on the 2010-07-30 23:38:21 by Bobic Bobic
hey Weyland Yutani, in fact GLSL is doing

vec2 c=-1+2*gl_FragCoord.rg/1024;

the second number (the 768) is not taken intoa account :) Check it, you acn remove few bytes there, or add the "vec2" and fix the aspect ratio (right now it's broken!)

added on the 2010-07-31 01:26:41 by iq iq
Also, I couldn't resist playing with your shader - that potential function that you got is very cool!

I have simplified the shader quite a lot and added ambient occlusion. All in all the exe is 30 bytes smaller, although it doesn't look the same anymore).

added on the 2010-07-31 01:34:27 by iq iq
looks great in 1050p!
haha, that explains it, I just didn't really notice the viewport change so I figured I saved a few bytes there, ah, ignorance is bliss, will do a proper final somewhere in the future
then, remove the "vec3(" in the three "o+g*i+vec3(r.rgg)" statements! ;)

How did you find this cool potential function? It's very nice, only Tracie beats it imho.
added on the 2010-07-31 03:51:06 by iq iq
pure dumb luck really, I looked at the potential fields used in road to ribbon and massive clod and started animating and warping the frequencies of the cos period with blatant disregard for convention until it looked like this
PS: I sent a mail to your hotmail account earlier with the original shader I had before I started cutting off limbs here and there in order to fit it all in

I love Tracie! it was in my mind all the time to get a 'tunnel' like that to fly through :)
i dont have any email. did you try iquilezles at the very hot mail ?
added on the 2010-07-31 05:17:59 by iq iq
Convention? What's that? :D

Glad you found a "proper" introduction to sizecoding ;)
added on the 2010-07-31 07:07:52 by ferris ferris
Nice and smooth. The jump when the movement restarts is a bit annoying, though. Couldn't you let the movement continue smoothly forever?
rulez added on the 2010-07-31 10:09:24 by Blueberry Blueberry
@Blueberry: Yeah, the timer seems to be stuck on ATI cards so it's something to fix for the final, I hate the jerky reset too

@iq: weird, that's exactly where I sent it
Love it!
rulez added on the 2010-07-31 14:38:49 by 71M 71M
rulez added on the 2010-07-31 20:32:27 by mad mad
Any video of this one?
added on the 2010-08-01 12:40:12 by Zplex Zplex
Great start !
rulez added on the 2010-08-01 18:22:14 by Anat Anat
Thumbs up.

Sure it might be first, but it's magnificent too.
rulez added on the 2010-08-01 20:41:31 by mrp- mrp-
It's generally ok but nothing more.

Low framerate.
added on the 2010-08-01 21:42:37 by Jakim Jakim
I'm waiting for a final version. The still image I have on my ATI looks nice so far. :)
added on the 2010-08-01 22:29:59 by Zavie Zavie
Nice looking. I'll wait for the final to give it a thumb.
added on the 2010-08-02 11:23:20 by raer raer
Seems... dangerous.

Just implicit construction; seems perfectly okay within the scope of a relatively small shader.
added on the 2010-08-02 20:42:42 by superplek superplek
I've added a final and improved version to the archive, ATI fixed I think, at least glslshaderreplacer says okay

the timer doesn't jump and I've tweaked some things

please test on ATI and I'll add the other resolutions
Worked on my ATI 4850 here.
rulez added on the 2010-08-11 18:37:47 by Intrinsic Intrinsic
keep em' comming!
rulez added on the 2010-08-11 18:56:58 by maytz maytz
really nice! working well now with ATI 5770, catalyst driver 10.7, windows 7 x64
rulez added on the 2010-08-12 10:04:47 by xoofx xoofx
nice! like a digital lava lamp, endless fun to watch ;) ;)
rulez added on the 2010-08-12 11:36:46 by toxie toxie
thanks for all the kudos guys :) I've added all resolutions for the final to the archive, enjoy!
Nice shot! Next step: 4k? :)
rulez added on the 2010-08-13 22:44:19 by Alpha C Alpha C
Niels/Plek: it didn't work, only the height was used so the viewport was completely wrong ;)
For Final.
rulez added on the 2010-09-10 17:22:56 by raer raer
looks kool. but i miss a 3d feel in soem moments or is it me?
rulez added on the 2010-09-11 03:39:48 by gentleman gentleman
The file went missing ... I fixed hosting again, sorry
looks good - nice work !
rulez added on the 2011-07-14 01:37:07 by xyz xyz
yaaaaay \o/
rulez added on the 2011-09-12 08:53:36 by FeN FeN
've just looked & played with the source in the shadertoy version, and 've just understood how this rules. Impressive set of technical ideas, so much good techniques in so little place ! Raytracing acme !
rulez added on the 2011-11-16 11:14:20 by krabob krabob
rulez added on the 2011-12-09 02:01:08 by T$ T$
nice one :)
rulez added on the 2011-12-21 06:43:21 by sensenstahl sensenstahl
rulez added on the 2011-12-21 09:50:41 by Android Barker Android Barker
thanks Krabob!
fixed download again sorry
shadertoy port: https://www.shadertoy.com/view/MdXGz4 ... I'll go look for the executable now
rulez added on the 2016-04-28 14:28:53 by cxw cxw
rulez added on the 2016-05-17 23:45:50 by iks iks
not sure where to host the file so here's a download link: http://www85.zippyshare.com/v/48ST1CEZ/file.html
rulez added on the 2016-07-19 04:29:03 by Weyland Yutani Weyland Yutani
Weyland: it is hosted at untergrund.net atm :)

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