OldEclipse

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OldEclipse

OldEclipse

@clippecac

shaders

🇳🇱 Beigetreten Ocak 2025
59 Folgt140 Follower
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OldEclipse
OldEclipse@clippecac·
"Pneuma" #glsl
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OldEclipse
OldEclipse@clippecac·
High contrast version as suggested by @XorDev!
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OldEclipse
OldEclipse@clippecac·
@XorDev Nice, I noticed that you get these interesting "wave" like patterns quite often when you put the iterator in some random function in for loops. Underrated effect
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Xor
Xor@XorDev·
Flare 2 vec2 p;for(float i=-1.;i<1.;i+=.1)o+=(cos(i/.3+vec4(0,1,2,0))+1.)/(length(p*sin((p=((2.*FC.xy-r)/r.y+i)/.2)*mat2(cos(t-i-length(p)*.3-vec4(0,11,33,0)))))+i*i);o=tanh(o*o/4e2);
Català
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OldEclipse
OldEclipse@clippecac·
@XorDev Yeah I agree. I made this while there was pretty strong sunlight on my screen so I didn't realize it but looking back now I definitely should have done something about the contrast😬
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Xor
Xor@XorDev·
@clippecac Beautiful! I'd crank up the contrast. Maybe square the output color?
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OldEclipse
OldEclipse@clippecac·
@PAEz_ Cool! Lots of parameters to play with here for other interesting looks
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Rui Huang
Rui Huang@RuiHuang_art·
《Adelaide》
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OldEclipse
OldEclipse@clippecac·
Fractal made from repeatedly applying log(abs(cosec(x))) at different scales
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kishimisu
kishimisu@kishimisu·
Luminous translucency
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OldEclipse
OldEclipse@clippecac·
@XorDev Oh shit I couldn't find it before, awesome
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Xor
Xor@XorDev·
FragCoord Update v0.9! -Added audio reactivity, keyboard input and webcam support. -Upgraded the heatmap with deeper info -Several navigation improvements
Xor tweet media
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OldEclipse
OldEclipse@clippecac·
@Darkensses Not a lot, 414 characters on Shadertoy! shadertoy.com/view/fclGWs Trying to find ways to make it look nice without calculating normals but might have to at some point... hard to highlight the shapes without shadows/ambient occ
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Jasiel Guillén
Jasiel Guillén@Darkensses·
@clippecac That's pretty nice. I like the colors, how many lines of code? 🤓
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OldEclipse
OldEclipse@clippecac·
"Dream Within A Dream" #glsl
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Chih-Yu Chen
Chih-Yu Chen@chihyu_chen_·
Thank you! I messed around with a lot of effects but the main ideas come down to three things: 1. Multi-level domain warping - a few randomly drifting focal points, each with a gaussian falloff, repeatedly warp the uv coordinates over several iterations. That's where the fluid feel comes from. 2. fBm finite-difference to fake surface normals for diffuse lighting. 3. Inverse-squared falloff caustics layered on top for that concentrated bright-spot feel, multiplied by sin wave to make it flicker.
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