Thanks, Paul. I wrote some shaders in C++ many years ago and I've been wondering how to incorporate them into SwiftUI and Metal for macOS. This is perfect!
@twostraws11 ай бұрын
Make sure and check out the Inferno repository - all contributions welcome! github.com/twostraws/Inferno
@benpearman503 ай бұрын
Incredible tutorial! One small error at 35:46 though. When dealing with a non-square aspect ratio the correct formula for displacement is: (delta.x • delta.x) + pow((delta.y / aspectRatio), 2); You have to divide your delta Y by the aspect ratio before squaring it, otherwise the circle will be a tad on the long side ;)
@leomarcotte429411 ай бұрын
This is by far the best tutorial that can currenlty be found on the internet, thank you so much for taking the time to explain every bit of metal shaders.
@antoniopalomba512311 ай бұрын
Thank you so much for this tutorial Paul! I was looking for some inspiration to start my Metal study.
11 ай бұрын
This was enlightening and inspiring. Btw I must have rewatched the part around 45:40 like 5 times
@kbusse11 ай бұрын
Great tutorial, thanks a ton! This single video will explode the number of metal shaders used in iOS Slight real life nitpick on the flag animation: The waves run from right to left in your example, so the waves run upwind ;-)
@RBilsland11 ай бұрын
Thanks Paul, after attempting to start Metal shaders a number of time I now feel like I actually have a good base to start exploring from this time! 👍🏻
@hoagy_ytfc11 ай бұрын
Not something _every_ developer needs to know - but for those of us who do, this is a great tutorial. Thanks Paul.
@NiclasJeppsson11 ай бұрын
Love this, more Metal videos! Im currently in the process of learning Metal, and you are completely right, it’s hard. However, with the power we have in our iPhones, there’s so much creativity that can be unlocked by learning it :)
@0x0skai11 ай бұрын
Hey, Paul, i just want to say that love your person as a content creator and will to wish even more imagination in the created content, etc etc.
@Coffeeology11 ай бұрын
Freshly baked Two Straws video. Perfect for my morning coffee.
@UnbekanntesSubjekt10 ай бұрын
I must admit that you, sire, are a didactic genius. Love your instructions, and your dogs are nice, too.
@atanamvari76108 ай бұрын
Just keep doing what you're doing man. So thorough
@huwrowlands11 ай бұрын
The full sinebow effect reminds me of something used to advertise blank VHS tapes Great work!
@marcusziadev11 ай бұрын
Watched this over 2 morning coffees. Good stuff. Shared at work
@AmitGupta-rt2gp11 ай бұрын
Thank you Paul. This video is super helpful. Thank you for always putting out such rich and helpful content.
@hybridxdesign10 ай бұрын
I have learn so much from this turtorial, thanks.
@XeZrunnerАй бұрын
This is an incredibly useful video! Thank you.
@mylaluna11 ай бұрын
Good stuff. I have never touched shaders before and I thought only game developers care about it. Now I think I may able to use shaders on my app.
@TheZazatv2 ай бұрын
Paul thank u so much I've been wondering how to do these crazy effects and u did show that it can be not that hard thanks! Gonna dig in Inferno etc. Btw these dogs are adorable 2 treats were not enough lol :D
@WenzelStone6 ай бұрын
Oh God, this is mind-blowing!
@mclandeg14 ай бұрын
Noone is gonna talk about how cute is your dogs ❤❤
@MarkEvans511 ай бұрын
😂 the windows shortcut was GOLD!!
@PEPPA_CHAN15 күн бұрын
What’s a cute 2 hungry clouds you own❤ I have a question. While you find a hypotenuse you divide a sum of cathetes to aspectRatio. Where you get the aspectRatio? And one more question You use progress to make a blur and a zoom transitions. Where you progress it? It looks great Its the best course of metal Another was to heavy to learn for newbies but your video is cool
@theblckbird11 ай бұрын
congrats on 100K!!!
@johndoe27611 ай бұрын
Great video! Thanks, Paul (as always 😀) Question on the relative wave shader: Shouldn't it be pos.x instead of pos.y within the sin function?
@zolanihogana11 ай бұрын
This guy goes above and beyond for us! Thank you
@MrMassmaker8 күн бұрын
Thanks a lot. really is inspiring.
@RyuuzakiJulio5 ай бұрын
Really amazing effects! But the alpha 0 value for transparency doesn't show transparent if the image is on top of a colored background like a gradient or an image. How can we make it actually transparent on top of another object?
This is great! Is there a way to output values computed in a shader back to a state variable, etc?
@designckinet6 ай бұрын
Really interesting!
@arkadiusz66889 ай бұрын
Wonder if there's something like shader language but for audio programming.
@sg188511 ай бұрын
amazing
@emilvladov321610 ай бұрын
Adjusting the maxSampleOffset seems to get rid of the clipping at 25:19 instead of the padding
@BlaineL11 ай бұрын
Thank you done much for this Paul. Truly awesome ! Just don't know how you find the time! 👍
@simpleinterest36011 ай бұрын
Please make more content around computer graphics and metal
@VladimirKim-cl3rh11 ай бұрын
Amazing !!!
@sabirayaz7893Ай бұрын
Hi, what happened to spritekit? There is no talk of it by Apple anymore, has been deprecated?
@AlanW11 ай бұрын
Is it possible to use this as the equivalent of a UIVisualEffectView? Our designers continue to insist on Figma, which has no regard for the built in blurs iOS can provide, and this would be great for getting the exact tinted gaussian blurs they keep dreaming up!
@gmebu11 ай бұрын
Wow Paul
@williamsquires30709 ай бұрын
(@38:35) You forgot to define ‘offset’. As a result, the code won’t compile. Error is: (on the line with “TimelineView(.animation) {tl in”) Generic parameter ‘Content’ could not be inferred Explicitly specify the generic parameters to fix this issue. because nothing defines ‘offset’ as something that can be converted to a float2. Also, the loupe() function takes 4 arguments, but only two have been passed in (“.float2(proxy.size)” and “float2(offset)”) Where’s the reference to the SwiftUI::Layer (2nd argument) and the float2 touch (4th argument)?
@thebrokenpenguin18 ай бұрын
It was my understanding that the position and layer automatically get passed in so we don't have to worry about those. As for the "offset" parameter, this should be the "touch" variable that he defines on the previous slide. You may find that the maxDistance and zoomFactor are too big (I certainly did), so you can experiment with making those smaller.
@Desertbynight11 ай бұрын
I couldn't find how to make .float(elapsed) work. Tried to swap it with (time) but Generic parameter 'Content' could not be inferred
@brucknerdevilliers11 ай бұрын
Mine worked with time, but you need the @State private var start = Date.now and only one instance of 'let time = start.distance(to: tl.date)'
@swaaaapnil4 күн бұрын
Same, its not working for me as well.. what did you do finally?