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  ___ ___ _____ ___  /\_ __ ____ _\ _\_____
 /_  \ _ \_ __/_  /_/ \  \ \  __/_ \\__   _\
/ \  / /  /__  / /  /  \  \ \ \_  \ __ \  \/
\___/_/__//___/____/    \___/\____/__\__\__\
 \__\_\\_\\___\\__/ 2015 \_/\/___//_//_//__/
!NE7 ----------- /________\ -------------- >>
   :....................................:
   :.... NAME: XX                   ....:
   :.... DATE: 14/11/2015           ....:
   :.... PARTY: Syntax              ....:
   :....................................:
   :.... CODE: Drift                ....:
   :.... MUSIC: Drift               ....:
   :.... GRAPHICS: Drift            ....:
   :....................................:

Tested on Win7 64bit and Win10.
Shaders theoretically conform to openGL standard.
Developed on nvidia but tested and seems to work
okay on ATI/AMD cards?

Requires OpenGL 3.3 or higher.
Recommended running fullscreen with Vsync on.
Resolution around 720p seems best for older or lower
spec cards. Newer and more powerful cards should
handle higher resolutions 1080p+ easily.

Greetings to:
Defame,   Digital Access,   Desire,   Nerve Artgroup
Disaster Area, Mercury, TRSI, Epoch, Razor 1911, TBC
Fairlight,  Loonies,  Inque,  Elude,  Excess, Cocoon
Rift,  Smash Designs, Conspiracy,  Farbrausch, Still
ASD, Brainstorm, Fit, Alcatraz, RGBA, Youth Uprising

This was made with the help from the following 
software, tools, people, ideas, inspiration...

Raymarching is based on the technique described in
the "Enhanced Sphere Tracing" paper from the awesome
guys at Mercury demo group. FXAA is used thanks to 
Timothy Lottes/Nvidia. Tone-mapping as described by 
John Hable in his GDC presentation on HDR lighting.
SSAO based on the old, cheap, depth only method as
used in Crysis 1.

Thanks to Unc/Quite for his explanation of SDF
techniques used in the insane Cdak 4k intro.

Thanks to Cupe/Mercury for his seminars on SDF's.

Thanks to IQ/RGBA for all the information on his
website, and for making ShaderToy. Thanks to all the 
amazing people who contribute on ShaderToy.

BRDF (GGX/Trowbridge-Reitz/Schlick) based on Epic
Games Siggraph presentation.

Disney's BRDF explorer was used.

Shaders crunched with Shader Minifier by
LLB/Ctrl-Alt-Test

Music was made using 4klang by Gopher and pOWL from
Alcatraz.

Compression is done with the Kkrunchy packer by
Ryg/Farbrausch.

Part of the resolution selector code was shared by
by Gargaj/Conspiracy.

This may be boring or redundant information to some
folks but I feel that it is important to give credit
and share information. I could never make demos 
without everything that has been shared by talented 
people. Thanks to all the awesome people who make 
amazing demos which inspire me to try and make my own.

Please contact me to talk about demos or collaborate:
jeffsymons101@gmail.com

or for anything related to ONSLAUGHT, please contact:
jazzcat6581@yahoo.com.au (C64, PC, Amiga)

<< --------------------------------------- >>

PC section memberstatus:

Anthrium - (Music)
Algorithm - (Code)
CONS - (Music) 
DJB - (Music)
Drift - (Code, Music)
Jazzcat - (Org)
Neurosis - (Design)
N3XU5 - (Design)
SoNiC - (Music)
Squeakyneb - (Code)

<< --------------------------------------- >>
    Celebrating 20 years - 1995 - 2015
<< --------------------------------------- >>