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-rw-r--r--content/blog/blacklight_shader/index.md4
-rw-r--r--content/blog/mons_i/index.md2
2 files changed, 3 insertions, 3 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!
diff --git a/content/blog/mons_i/index.md b/content/blog/mons_i/index.md
index b4e5a3a..9b22d2f 100644
--- a/content/blog/mons_i/index.md
+++ b/content/blog/mons_i/index.md
@@ -78,7 +78,7 @@ mons_math/src/
├── vec3.c
└── vec4.c
```
-(i won't get into implementation details too much in this post in the interest of brevity, but all the code is available on my [git server](https://git.exvacuum.dev/mons/))
+(i won't get into implementation details too much in this post in the interest of brevity, but all the code is available on my [git server](https://git.soaos.dev/mons/))
i found writing the matrix and vector operations super satisfying in spite of the repetition for different dimensionalities