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

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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

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Some new researches with the iPhone depth map

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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;}

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Going deeper into my artworks with iterative shapes

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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);}

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18日目、(文字数が)つらい!
size(720,720,P2D);f=open("a","w");f.write("#define f(a)cos(a.zyy+sin(a*a.zxy))\nvoid main(){gl_FragColor=vec4(f(f(f((7.2-gl_FragCoord.yxy/50+vec3(4,0,4))))),1);}");f.close();filter(loadShader("a"))

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R(r)mat2(cos(r),sin(r),-sin(r),cos(r))
void main(){vec2 p=(gl_FragCoord.xy*2.-r)/min(r.y,r.x);
for(int i=0;i<4;i++){p=abs(p)-abs(dot(p.x,p.y)*.6);p*=R(t);}
gl_FragColor=vec4(0.05/abs(p.y)*vec3(.1,.5,abs(sin(t)))+0.05/abs(p.x)*vec3(.5,.1,.1),1);}

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precision lowp float;uniform float time;void main(){for(float i=0.;i<9.;++i){vec2 z=cos(normalize(vec3(gl_FragCoord.xy/512.-.5,.1)).xy*i+time);for(int j=0;j<9;++j){z=vec2(z.x*z.x-z.y*z.y,z.x*z.y*2.)+sin(time+i);if(dot(z,z)<9.)gl_FragColor+=vec4(8.,9.,7.,0)/3e2;}}}

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m for(int i=0;i<15;i++)c=cos(e=p).z,e.xy*=mat2(c,c-1.,1.-c,c),e=sin(e*8.)*.2+.2,p+=(dot(e,e)-.1)*d;
precision highp float;uniform float time;void main(){float c;vec3 d,e,u,p=d=gl_FragCoord.xyw/2e2-.7;p.z+=time;m u=p=e;m gl_FragColor=vec4(cos(e+u.z*3.),1);}

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precision highp float;uniform vec2 resolution;uniform float time;
c(p,r) length(p)-r
void main(){vec2 p=((gl_FragCoord.xy)/resolution-.5);p.x=abs(p.x);float f=.005/length(min(min(c(p-vec2(.3,0),.1),c(p-vec2(.2,-.3),.1)),c(p,.3)));gl_FragColor=vec4(f,0,f,1);}

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某webパネル…

precision highp float;uniform vec2 resolution;uniform float time;
void main(){vec2 p=((gl_FragCoord.xy)/resolution-0.5);p.x=abs(p.x);p.x+=p.y;p.x=step(0.,sin(p.x*20.-time*6.+sin(time*8.)));gl_FragColor=vec4(p.x,p.x,0,1);}

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13日目、数字!

Processingで描いた模様にGLSLで効果を追加。ほんとは古い映画みたいなかすれた効果をつけたかったんだけど、なんか保護フィルムに気泡が挟まってる?みたいな表現に。でもこれはこれで。

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Daily coding challenge 10: alternately / 交互

変化するリングの繋がり方

繋がり方の変化の部分をGLSLシェーダーで試してます。

https://t.co/ZJORv040Ub

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