second iteration

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second iteration

second iteration

@2ndIteration

a collection of well-tuned bugs

Tham gia Haziran 2021
0 Đang theo dõi419 Người theo dõi
second iteration
second iteration@2ndIteration·
based on a particle simulation - you can see the positions encoded in the leftmost column the particles actually are where two spheres touch and the odd marble shader connects them with circles here's the link: twigl.app/?ol=true&ss=-N…
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second iteration
second iteration@2ndIteration·
#define M texture(b,vec2(.5,i)/r.y) float i,N=77.;vec2 q=M.xy,p=(FC.xy-.5*r)/r.y,n=(m-.5)*r/r.y;if(FC.x==.5){i=FC.y+.1*m.y;o=M;o.xy+=exp(-9.*length(n-o.xy))*(n-o.xy);for(i=0.;++i<N;o-=4e-3*normalize(M-o));}for(;++i<N;q=M.xy)o.rgb+=hsv(.6,M.z,3e-4/(dot(p-q,p-M.xy))); #つぶやきGLSL
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second iteration
second iteration@2ndIteration·
@XorDev While this is true for disentangling 2 variables, sqrt(e) is more suitable for 3 or more. I actually explored this because of grid cells, which our brains use to map physical and conceptual spaces. Here's a visual explanation using Lissajous curves: twigl.app/?ol=true&ss=-N…
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Xor
Xor@XorDev·
The least rational number: phi = .5+sqrt(1.25) If you want to break repeating patterns, multiply by phi.
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second iteration
second iteration@2ndIteration·
@XorDev #define M clamp(cos(t),-.5,.5)) vec2 p=(FC.xy-.5*r)/r.y;vec3 i;float n,d,P=(.5-M*(sqrt(1.25)+.5)+(.5+M*sqrt(exp(1.)),N=1e3,L=exp(9.*m.x)+t*.1;for(;n++<N;){i=rotate3D(PI2*m.y,vec3(-1))*.2*sin(t*.1+.01*t+n/N*L*vec3(P,P*P,1));d=length(p-i.xy/(1.-i.z));o.rgb+=hsv(n/N,.6,6e-6/d/d);}
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second iteration
second iteration@2ndIteration·
//#genuary2023 27 - Hilma af Klint vec2 p=(3.-2.9*m.y)*(FC.xy-.5*r)/r.y;float l=length(p-snoise2D(p*3.+t*.2)*p/4e1);o.rgb=hsv(floor(l/.1)*.05+floor(l/.3)*.45,.4+.3*sign(.6-l),.01/mod(l,.1)/(l+abs(snoise3D(vec3(p*77.*l,t*.1)))))+.001/abs(mod(l+.05,.1)-.05);//#つぶやきGLSL #genuary
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second iteration
second iteration@2ndIteration·
can be tuned using a MIDI-keyboard in real-time
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second iteration
second iteration@2ndIteration·
//#genuary2023 20 - art deco vec2 p=exp(3.*m.x)*(FC.xy-r*.5)/r.y;float i,s;for(;i<.16;i+=.03){s=abs(((mod(p.x-i*22.,1.)-.5)+m.y*.1*snoise2D(p+t*i))*6.)-exp(-pow((mod(p.y-i*22.,2.)-1.)*1.4*PI,2.));o.rgb+=hsv(i,.1,exp(-8.*abs(s-.1)))+hsv(i,1.,+.1*exp(-s));} //#つぶやきGLSL #genuary
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second iteration
second iteration@2ndIteration·
//#genuary2023 15 - sines #define l(j)min(3e-5/abs(mod(j+.1,.2)-.1),.1) vec2 p=FC.xy/r.y-.5;float i=1.,k,N=exp(m.x*6.); for(;i<N;i+=2.)k+=sin(p.x*1.5*i*PI2-t*(i-1.))/i*.1*min(N-i,1.); o.rgb+=hsv(.4,.8,.01/abs(p.y-k)+.1*abs(snoise2D(FC.xy)))+l(p.x)+l(p.y); //#つぶやきGLSL #genuary
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second iteration
second iteration@2ndIteration·
#genuary2023 09 - plants using a MIDI-keyboard to tune the compute shader "rendering" process will take until the end of #genuary (assuming it works)
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