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2026-10-21 17:08:13 +02:00 |
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adapt.frag
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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airlight.glsl
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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backend.glsl
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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backend_gl.glsl
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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backend_vk.glsl
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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bloom_down.frag
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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bloom_up.frag
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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box.frag
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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box.vert
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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cull.comp
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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depth.frag
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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froxel.comp
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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froxel.glsl
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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froxel_main.glsl
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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froxel_rt.comp
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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fullscreen.vert
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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gi.comp
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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gi.glsl
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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hzb.frag
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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lights.glsl
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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mesh.frag
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Materials shown in the view: each object's metal and rough reach the shader (Solid and Rendered); a Material picker with sixteen to start from (gold, chrome, wood, ceramic...); o.material and fry.materials() in scripts
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2026-10-20 17:14:55 +02:00 |
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mesh.vert
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Close up no longer falls apart: how near the nearest thing is goes by each object's box (not a ball round it: inside a big or long flat one's ball it came to nothing, the near plane with it, and surfaces fought each other in blocks, jittering, the sky and grid gone), the near plane a quarter of the way to it; reference pictures count too. Grid lines meet exactly where their pieces join (no crawling dots): a streak's ends each face the eye, each its own width; pieces a quarter further from the eye each. The depth pre-pass waited on before the scene uses it; the same depth in both (invariant)
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2026-10-21 17:08:13 +02:00 |
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model.glsl
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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skinned.vert
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Close up no longer falls apart: how near the nearest thing is goes by each object's box (not a ball round it: inside a big or long flat one's ball it came to nothing, the near plane with it, and surfaces fought each other in blocks, jittering, the sky and grid gone), the near plane a quarter of the way to it; reference pictures count too. Grid lines meet exactly where their pieces join (no crawling dots): a streak's ends each face the eye, each its own width; pieces a quarter further from the eye each. The depth pre-pass waited on before the scene uses it; the same depth in both (invariant)
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2026-10-21 17:08:13 +02:00 |
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sky.frag
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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sky.glsl
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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sky.vert
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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smoke_sky.frag
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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sprite.frag
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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sprite.vert
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Close up no longer falls apart: how near the nearest thing is goes by each object's box (not a ball round it: inside a big or long flat one's ball it came to nothing, the near plane with it, and surfaces fought each other in blocks, jittering, the sky and grid gone), the near plane a quarter of the way to it; reference pictures count too. Grid lines meet exactly where their pieces join (no crawling dots): a streak's ends each face the eye, each its own width; pieces a quarter further from the eye each. The depth pre-pass waited on before the scene uses it; the same depth in both (invariant)
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2026-10-21 17:08:13 +02:00 |
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ssao.frag
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Fly camera (as in games, Unreal, Unity): right drag turns it where it stands, WASD (Q / E down, up) while held and the arrows any time move where it looks, the wheel goes forward and back (never creeping to a stop), Shift + wheel sets how fast every way of moving goes (kept), Alt + right drag orbits round what's picked; it keeps track of what it looks at (the near plane and shade in corners go by what's nearest). Close up in Rendered no longer turns into a pattern: the shade in corners reaches a share of the view (its +1 a share of the reach in the engine). The grid made again: four sets of lines, each line's look only from how far apart it and its like are on the screen (no jumps as the view moves or the steps change, no gaps, soft edges), pieces short near the eye. F3 and Escape close the command search (the engine takes Escape first). fry_hold / fry_mouse / fry_orbit target for trying it
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2026-10-21 09:53:22 +02:00 |
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ssao_blur.frag
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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ssr.frag
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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taa.frag
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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tonemap.frag
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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upsample.glsl
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |
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volumetric.frag
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Fry3DX 0.4: an easy 3D modeller
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2026-10-19 21:18:35 +02:00 |