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Shader Formula Overcomplication

Shader Formula Overcomplication

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Text on the meme
I remembered I used to write formula's in shaders like this - what do people think? float rayleigh_phase_func(float mu) { return 3. * (1. + mu*mu) // ----------------- (16. * PI); } // Henyey-Greenstein phase function factor [-1, 1] // represents the average cosine of scattered directions // g is isotropic scattering // > 1 is forward scattering, < 1 is backwards const float g = 0.76; float henyey_greenstein_phase_func(float mu) { return (1. - g*g) //----------------------------- ((4. + PI) * pow(1. + g*g - 2.*g*mu, 1.5)); } // Schlick Phase Function Factor // Pharr and Humphreys [2004] equivalence to g above const float k = 1.55 * g - 0.55 * (g*g*g); float schlick_phase_func(float mu) { return (1. - k*k) //----------------------------- (4. * PI * (1. + k*mu) * (1. + k*mu)); }
What it means

The meme is a screenshot of a tweet showing several complicated shader formulas for light-scattering phase functions. The caption jokes about writing formulas this way and asks what people think, poking fun at overengineered, intimidating-looking code and the gap between mathematical correctness and readable programming. It is commonly sent as a reaction to unnecessarily complex code or proudly incomprehensible technical work. EN: The meme is a screenshot of a tweet showing several complicated shader formulas for light-scattering phase functions. The caption jokes about writing formulas this way and asks what people think, poking fun at overengineered, intimidating-looking code and the gap between mathematical correctness and readable programming. It is commonly sent as a reaction to unnecessarily complex code or proudly incomprehensible technical work.

Objects
Tags
Sources
Template
programmer tweet screenshot
Type
image
Size
560×800 · 73.0 KiB
Mood
sarcastic, nerdy
Language
en
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