Martin R. (Retired) (@TheFakeDev) header
Martin R. (Retired) (@TheFakeDev) profile picture

OpenGL ES dev. | Creator of Lotus Shaders for Minecraft BE

South Sumatra, Indonesia
Joined February 2021
Photo by Martin R. (Retired) (@TheFakeDev)Photo by Martin R. (Retired) (@TheFakeDev)Photo by Martin R. (Retired) (@TheFakeDev)Photo by Martin R. (Retired) (@TheFakeDev)Photo by Martin R. (Retired) (@TheFakeDev)Photo by Martin R. (Retired) (@TheFakeDev)Photo by Martin R. (Retired) (@TheFakeDev)Photo by Martin R. (Retired) (@TheFakeDev)Photo by Martin R. (Retired) (@TheFakeDev)Photo by Martin R. (Retired) (@TheFakeDev)
I opened my phone's gallery and dived into it, until finally I found my old screenshot. This screenshot was taken in 2022☕
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Left: No puddles. Right: With puddles.
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Sky Atmosphere Rendering Technique carried out in Unreal Engine ✨
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a fast procedure for SSPS
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change of basic skylight map to Spherical Harmonics(SH) skylight map.
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I'm trying to apply a new theme to the Nether dimension and the Ender dimension. This is just an experiment, and maybe I'll change it again
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fixed AO and AE as well as some lighting improvements, so I might prepare this for RenderDragon later lol
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Fake purkinje effect Left: On Right: Off
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the final result, some significant improvements✨
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Trochoidal / Gerstner with Interpolated 2D Noise *this really drains the FPS.
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I am trying to add an Ozone Scattering Distribution Curve to an Atmosphere which has no Ozone Scattering at all. It uses a fairly simple calculation
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Volumetric water caustics experiment(based on Trochoidal waves). It is very heavy, so I use low Steps even though the dither is too coarse📱-->🔥
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world curvature: 512
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initial step of rewriting my shaders
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