Two weeks of ISF Shader Conversion

Hi folks I have created few shader conversions with dampened time independent controls.

https://github.com/bareimage/ISF

enjoy

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Love this. Thank you for sharing these. It’s so great to see more shaders get converted over to ISF.

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Thank you for kind words. I am working on more shaders to be released this week. I have honestly went to far this week to try to build up a glass shader that is see through aonyou can see layers underneath a shader and only later i have relized, that in order to do true glass operations i need to input underneath layer as a stream :confused:

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I have not abandoned this project, but i realized that i cant sustain 35 - 40 hours a week converting shaders. I will be releasing new batch every 2/3 week.

This week I am working on something cool, conversions from twgl.app that turned out to be total nightmare.

I am also trying to figure out how to use Hydra VJ environment as glsl shader prototyping platform. So far cant say that I am very happy with the results…

Anyway stay tuned

New shaders are up in my repository

https://www.reddit.com/r/vjing/s/yriRPCmw4c

Yes, in principl I thank you for first & inadvance for your great effort. I know only too well how much work goes into what you do, regardless of whether it is simplified a bit with the help of AI or not.
Your highly uploaded shaders are very nice and contemporary, versatile and mostly equipped with interesting and sensible inputs. I particularly liked some of them, such as “pherax porta” ISF.video although I would like to ask you whether you created the GLSL code yourself and which license is used for it. If none is explicitly verified, CC BN often applies… … (like the usage rules on Shadertoy), i.e. the ones you can experiment with but are not allowed to use commercially, which also rules out VJing at a commercial event. It’s a bit of a shame, but then you upload something that’s really a bit of a waste of time. However, I’m also in favor of sharing to a certain extent, but also within limits, and limits that ensure that rip-off artists or companies don’t suddenly make money off the goodwill you show, while you give it away. I’ve been thinking about this for a while since I’ve been putting so much effort into bringing ISFs to the platform, and recently decided to create a license specifically tailored to this. Take a look at it sometime soon https://github.com/bennoH2025/freeVJing-license/ , and if you create your own shaders like ISFs or somthing like, then maybe this will be something for you to use there too, if you want to make self-made ISFs or similar free of charge and also for commercial use exclusively for VJing, i.e. performances at events with your stuff.
& I see you convert/adapt quite a bit from Shadertoy, where the automatically set CC license is rather annoying for VJs and video artists and a thorn in my side. But I adhere very strictly to these license terms, and if you look at my ISFs or their code at the isf-platform, you can clearly see the credits and clear license information I given alltimes consequent, which is something I miss in many ISFs of others on the isf-platform. Don’t be mad at me, but even in many of the ones you upload, it’s not declared very clearly, or even not at all. In this regard, I also wanted to draw your attention to the discussion we just had, in which you also spoke up. You probably know which one I mean. I must ask you to read my comments completely and carefully. Had you done so, you would have noticed that I had already brought your exact statement into the discussion beforehand, and furthermore, you would have also noticed that this Leon is accusing me completely unjustly. I’m not angry with you, but I invite you to do this and make corrections. Incidentally, I have clearly demanded that the platform operator delete this entire post because what I’m accused of is inaccurate and therefore merely defamatory. I’d just like to add that this will serve as a lesson to me, so I’ll post it free of charge for other things. Have a good time, and thank you for your commitment here and on isf.video.
(The German text is authoritative)

---------- Geemen orig. text: -------

Ja grundsätzlich und vorab danke ich Dir für deinen tollen Einsatz ich weis all zu gut mit wieviel Aufwand dass was Du da machst verbunden ist egal ob man alkenfalls es sich aktuell etwas vereinfacht unter zuhilfenahme von KI oder nicht. Deine hochfeladenen Shaders sind sehr schön und Zeitgemäss vielseitig und zumeist mit interessanten und sinnigen Inputs ausgestattet. Einige haben mir besonders gefallen wie z.B. “pherax porta” ISF.video wobei ich dich dazu gerne fragen würde ob Du den GLSL-Code selbst erstellt hast und welche Lizenz dazu gesetzt ist. Wenn keine explizit verifiziert ist gilt oft CC BN … … (wie auf Shadertoy die Nutzungsregeln) also die womit man herumexperimentieren kann mit solchem man dass aber kommerziel nicht nutzen darf was auch ein VJing an einem komznen Event ausschliesst. Also etwas schade aber man läd dan da was hoch was eigentlich etwas “vergebliche Liebesmühe ist”. Ich bin allerdings auch dafür das man zwar teilt in einem gewissen Masse aber dies dan auch Grenzen hat und zwar so gesetzte Grenzen dass nicht plötzlich Absahner oder Firmen mit dem guten Willen den man selbst an den Tag legt noch Geld verdienen man selbst es aber verschenkt. Darüber habe ich mir einige Gedanken gemacht seit ich selbst so viel Aufwand betreibe mit ISFs auf die Platform zu bringen und habe mich kürzlich dazu durchgerungen einespeziel auf solches ausgerichtete und zugeschnittene Lizenz zu erstellen, schau es Dir doch bei Gelegenheit einmal an https://github.com/bennoH2025/freeVJing-license/ und wenn Du eigene Cides baust ist diese vieleicht dan auch etwas für Dich zur dortigen nutzung wenn Du solch selbsgemachte ISFs oder dergleichen kostenfrei und auch zur kommerzielken Nutzung was ausschliesslich VJing sprich performances an Events mit solchem anbelangt. Ich sehe Du konvertierst/adaptierst einiges aus Shadertoy wo diese automatisch gesetzte CC-Lizenz dan für VJs und Videokünstler eher sehr ärgerlich ist und mir ein dorn im Auge. Aber ich halte mich sehr streng an diese Lizenzbedingungen und wenn man meine ISFs ansieht respektive deren code sieht man die Credits und klaren Lizenzhinweise ganz genau was ich im übeigen bei sehr vielen ISFs auf der Platform vermisse und sei mir nicht bösse aber auch bei vielen die Du so hochlädst ist es nicht ganz ganz suverän deklariert bis gar nicht. Nun diesbezüglich wollte ich Dich auch noch auf die soeben gehabte Diskusion aufmerksam machen wo Du dich auch zu Wort gemeldet hattest, du weist bestimmt welche ich meine, muss dich bitten meine Beitragskommentare kompletiert und genau zu studieren, den hättest Du dies hättest Du festgestellt dass ich genau deine Aussage bereits vorgängig in die Disskusion eingebracht habe und desweiteren hättest
Du auch mitbekommen dass dieser Leon mich absolut zu unrecht beschuldigt. Ich bin dir nicht bösse aber lade Dich ein dies nach zu holen und korrekturen an zu bringen. Im übrigen habe ich vom Platformbetreiber klar und deutlich einverlangt diesen ganzen Post dort zu löschen da es unzutreffend ist was mir angelastet wire und somit lediglich rufschädigend wie ehrverletzend, wozu ich nur noch anbringe dass mir dies eine Lehre sein wird kostenfrei für andere Dinge her zu geben und es einstelle. Gute Zeit Dir und danke für dein Engagement hier respektive auf isf.video.
(Verbindlich ist der deutsche Text)

Hi, all shaders that I create from scratch, are covered under modified MIT license (license data has to remain in tact, attribution etc)

All Shadertoy Shaders are covered under a Creative Commons license that disallows the commercial use. Which is fine by me.

Where shit gets a bit tricky is this. Shadertoy Creative Commons Default License is not apparent from their website, thus an artist can without knowing participate in a form of intellectual property theft (License misuse).

I was not aware this until fairly recently (during 3rd shader release) of the issue (one of the original artists pointed it out to me, in a friendly manner :P ), I went through all of mine original shaders, as well as shaders that I have converted and put proper licensing terms.

If Vjs are not happy about CC terms, they can either only use shaders that are covered under MIT, or write their own…

I totally side with shaders authors when it comes to licensing.

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ISF Shaders Release 5

Music Credit: Henrique Camacho - Fur Elise (Hi-Tech)

Hey everyone, I’m thrilled to announce the launch of Release 5. This release is packed with deep customization, complex geometry, and a couple of major innovations I’ve been working on that I can’t wait for you all to use.

Couple of notes:

  • The shaders have been tested with ISF Editor, VDMX, Milumin

  • Special thanks to folks u/millumin for providing complementary license for testing.

  • All shaders are released under MIT license and can be used in commercial settings. But original attribution must be maintained.

  • Shaders, will be released later tonight or tomorrow at this url

One of the biggest breakthroughs in this release is a new, modular approach to voxel design, which you’ll see in shaders like EmoCube-Complex and VohelHead-Icosahedron. The pattern on each side of the voxel cube is now defined by a simple array in the code. This means you’re no longer stuck with my designs; you can create your own intricate, pixel-perfect art with incredible freedom. To make this process as easy as possible, I’ve built a small web utility to help you generate these arrays: Voxel Array Builder.

Another major step forward is the built-in material template engineyou’ll find in several of this release’s shaders. By sharing a consistent set of generative color palettes, this engine allows artists to achieve a predictable and powerful look across different visuals. This is a game-changer for live performances, ensuring your aesthetic remains coherent as you transition between shaders.

As always, the creative coding community is all about collaboration. While all the shaders in this release were built by me, I want to give a huge shout-out to mrange (mrange - Shadertoy BETA), whose brilliant graphics pipeline I’ve integrated into two of the shaders. Additionally, many of the core utility functions and color palettes are based on the fantastic designs of XorDev (Xor - Shadertoy BETA).

Now, let’s dive into the shaders!

IM-NoiseThinng

This shader renders complex, animated toroidal structures made of interwoven cubes. It features interactive mouse control for the camera and a dynamic background that reacts to the main object, with several styles to choose from. This shader has a unique development story. It started its life not in GLSL, but as a LISP/Janet prototype in Bauble Studio. Prototyping in a LISP environment is incredibly powerful; it helps you build amazing shaders without worrying about writing complex SDF functions from scratch. Once the concept was solid, I converted it to GLSL for this release. You can read more about this fascinating approach here.

EmoCube1

This is the one that started it all! EmoCube1 is the original, featuring a tumbling cube with a different emotion carved into each face using Signed Distance Functions (SDFs). While it’s simpler than its successors, it lays the foundation for the voxel-based rendering techniques explored in this release. The powerful rendering engine for this shader is taken from an original work by mrange. It’s included here for reference and as a piece of history.

EmoCube-Complex & EmoCube-Complex+

This is where the voxel array system truly shines. EmoCube-Complex takes the original concept and rebuilds it with fully customizable, array-defined faces and a powerful engine of 17 generative color palettes. For those who want to push things even further, EmoCube-Complex+ adds independent XYZ rotation controls and a wild “Material Twisting” feature that warps the texture patterns across the surface of the cube as it tumbles.

VoxelHead-Icosahedron

This shader places an animated, array-defined voxel cube inside a raymarched icosahedron shell, set against a dynamic Voronoi-patterned floor. You have full control over the object’s position and rotation, as well as the camera, allowing for dramatic, sweeping shots of the scene. The interplay between the glowing inner cube and the refractive outer shell creates a stunning sense of depth and energy. The foundation of this shader’s rendering pipeline was built upon one of mrange incredible shaders, which I adapted for this scene.

PixelTunnel

Take a journey down an infinite, twisting tunnel made of voxel faces. PixelTunnel creates a mesmerizing effect with a fluid, physics-based motion that causes the camera’s focus to wander organically around the screen. Featuring procedurally generated patterns and deep control over color, twisting, and movement, this shader is perfect for creating hypnotic, ever-evolving visuals.

3MetaBallProblem

Funny story about this one—for over 15 years, I misread “metaballs” as “meatballs”! This shader is my tribute to that lightbulb moment. It features three glowing metaballs that merge and separate in a fluid, organic dance, set against a dynamic “twists and turns” background. It also includes a massive library of 25 animated color palettes, giving you an incredible range of looks right out of the box.

Fold-V3-Final & Fold-V3-Serpinski-Final

These two shaders explore the beauty of 3D folding fractals. Fold-V3-Final is a classic folding cube fractal, but with a fun, glitchy halo effect and the new material template engine. For a different geometric flavor, Fold-V3-Serpinski-Final modifies the core algorithm to produce a fractal with beautiful tetrahedral symmetry, reminiscent of a Sierpinski pyramid, offering a more intricate and crystalline structure.

AteraField-Candid1

This shader creates a unique 2.5D effect by rendering flowing layers of animated 2D cross-sections of a 3D icosahedron field. It gives the impression of flying through a celestial field of complex, crystalline objects. It integrates object and rotation controls and includes a post-process radial blur to add a sense of speed and motion.

KaleidoKnot

KaleidoKnot generates a seamless, warping kaleidoscope effect that is both intricate and infinitely mesmerizing. It features the new material template engine and provides independent, smoothed animation controls for the geometry and colors, allowing you to create everything from gentle, flowing patterns to chaotic, high-energy visuals with just a few slider adjustments.

I can’t wait to see what you all create with Release 5. Dive in, experiment, and have fun!

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Ups, shaders are out

https://github.com/bareimage/ISF/tree/main/Release.5