Generic stuff created by ... mathematical coincidences.

More images: https://t.co/rvEsDCZoDM

4 11

Experimental Sedenion Julia Bulb with smooth volumetric coloring.🍄

I prototype the worlds in my using on https://t.co/6Hp7ITVnot👏

Rival Rebels ➡️https://t.co/MkZOw21BS7

6 28

今日のGLSL。

昨日のやつとは色付けを変えてみる。メカっぽい感じ...?

0 13

200703 Carnival Flower
Testing using custom colors in GLSL, practice making petals with sin, distance, and angle.

https://t.co/gxn5cPiyvY

1 15

I'm going to start painting!
This is my inspiration for today.
Remember, you can influence my choices with your likes!
See you in a while...

16 7

200626 Organic Grid
Testing using floor, rand2 and cnoise to generated distorted color grids in GLSL.

https://t.co/l6DOMFkRYE

1 17

今日のGLSL。なんだろこれ...

1 8

今日のGLSLその2。ガラス感。

1 15

今日のGLSL。金魚感。

2 21

今日のGLSL。

風景みたいなものをイメージして、これまでのやつに人為的に手を加えてみる。

1 25



そうそうこういう感じにしたかったの
ちょっとグリッチぃ https://t.co/ILW7A9iyrg

0 1

my first KodeLife shader sketch! Took me way too long to control this simple noise shape.

Shader produces unique gradients per "layer" like in risograph printing.

Original inspiration on the right from Stefan Hürlemann https://t.co/B7d2iA35d6

1 9

Some new researches with the iPhone depth map

4 28

https://t.co/qhkBi3OeyS
b(p)length(mod(p,.8)-.4)
R(r)mat2(cos(r+vec4(0,11,33,0)))
void main(){vec3 s,l;for(int i=0;i<21;++i){s.yx*=R(t/4.);s=cos(s)-.2,s.yx*=R(1.);l+=b(s.zy);s+=vec3((gl_FragCoord.xy*2.-r)/r.y,-1)*l;}o.xyz+=.1/exp(s.z)*.1/cos(s/l)/l;}

4 12

Going deeper into my artworks with iterative shapes

1 15


g gl_FragCoord.xy/r
void main(){float l,m,s,k;vec3 p,q;p.xz-=t;for(int i=0;i<99;i++){m=l;s=1.;q=p+s;for(int j=0;j<6;j++){q=fract(q*.5+.5)*2.-1.;k=1.6/sqrt(dot(q,q));q*=k;s*=k;}l=abs(q.y)/s;p+=(vec3((g-.5),1))*l;if(i>96)p-=.1;}o=vec4((vec3(g,.6))*l*12.,1);}

2 6