From 5995114551933633c68f58a715cc9941ca4b3cc5 Mon Sep 17 00:00:00 2001 From: Silas Bartha Date: Sun, 16 Feb 2025 19:17:10 -0500 Subject: rename to soaos.dev --- content/blog/blacklight_shader/index.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'content/blog/blacklight_shader/index.md') 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! -- cgit v1.2.3