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Website acts as my portfolio - I'm a game developer, so that is why I use Unreal material graph. Shadertoy allows me to demonstrate ideas on live example that is animated and anybody can play with its code. For the most part HLSL(Unreal) can be translated to GLSL(Shadertoy), but that wasn't the case here. In Unreal I use my own custom flow textures, in Shadertoy it is not possible - everything has to be stored in code. Even though the basic idea behind Unreal and Shadertoy shaders was the same, the implementations were quite different. It was easier to just do everything twice, that to convert it. And yes - it took a lot of work :).



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