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author | 2025-02-16 19:17:10 -0500 | |
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committer | 2025-02-16 19:17:10 -0500 | |
commit | 5995114551933633c68f58a715cc9941ca4b3cc5 (patch) | |
tree | fedfabc0aa80fde4a8d21b489ba1040950ab0381 /content/blog/blacklight_shader | |
parent | 52402d0f97cae2f78bd8eab738d2d3d21e2b5392 (diff) |
rename to soaos.dev
Diffstat (limited to 'content/blog/blacklight_shader')
-rw-r--r-- | content/blog/blacklight_shader/index.md | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/content/blog/blacklight_shader/index.md b/content/blog/blacklight_shader/index.md index 156c813..c5e4b27 100644 --- a/content/blog/blacklight_shader/index.md +++ b/content/blog/blacklight_shader/index.md @@ -13,7 +13,7 @@ i wanted to create a "blacklight" effect, where specific lights could reveal par i wrote this shader in wgsl for a [bevy engine](https://bevyengine.org) project, but it should translate easily to other shading languages -the finished shader can be found as part of [this repo](https://github.com/exvacuum/bevy_blacklight_material) +the finished shader can be found as part of [this repo](https://github.com/soaosdev/bevy_blacklight_material) ## shader inputs for this shader, i wanted the following features: @@ -165,7 +165,7 @@ fn fragment( and with that, the shader is pretty much complete -you can view the full completed shader code [here](https://github.com/exvacuum/bevy_blacklight_material/blob/master/assets/shaders/blacklight_material.wgsl) +you can view the full completed shader code [here](https://github.com/soaosdev/bevy_blacklight_material/blob/master/assets/shaders/blacklight_material.wgsl) have fun! |