rich Posted October 17, 2014 Share Posted October 17, 2014 The subject really says it all - but I'm after someone who can help out creating a selection of GLSL shaders (that work in Pixi / Phaser) that re-create various old-school demoscene effects. Things such as starfields (2d/3d), fake rasters, sine waves, water, metaballs, etc. They will need to be nicely configurable via uniforms. This is a paid job, but there's no time pressure - so can easily fit into free evenings / weekends spread over a month or so. If you're interested then please drop me a line, ideally with a link to a shadertoy / glslsandbox example you've made in the past, to show me what you're capable of These are very low intensity shaders (on purpose), as we're aiming for maximum GPU and device reach. You can either PM me on this forum or just email [email protected] Cheers, Rich PS If you need to ask "what is the demoscene?" you're the wrong person for this job Link to comment Share on other sites More sharing options...
chg Posted October 17, 2014 Share Posted October 17, 2014 Seeking clarification: Are you looking for these to be entirely implemented as fragment shaders, or can the effects use textures, meshes and vertex shaders? Link to comment Share on other sites More sharing options...
rich Posted October 18, 2014 Author Share Posted October 18, 2014 Some of them will need user defined textures as well of course (a sine-wave effect texture springs to mind) but lots could be done in a fragment shader alone (plasma, starfield, copper bars) Link to comment Share on other sites More sharing options...
chg Posted October 18, 2014 Share Posted October 18, 2014 While I'm certain an effect like the classic and parallax starfield could be done on a quad using a fragment shader alone, I'd don't think it should be; especially not when you state you also want "very low intensity shaders (on purpose)" and "maximum GPU and device reach". Considering a pixel on the screen (a fragment) and working backwards to determine if it has star under it at a given time, will not be performant (especially when compared to the case where you can represent stars as quads, and work with the graphics pipeline to do the starfield effect cheaply) Link to comment Share on other sites More sharing options...
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