#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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Replying to @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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//#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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#genuary2023 24 - textile
#3Dprint of compute shader physics in #VR
direct G-code export, no STL
texture generated by interlaced particles
#genuary #3Dprinting
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Replying to @2ndIteration
can be tuned using a MIDI-keyboard in real-time
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//#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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Replying to @2ndIteration
mouse x controls size and y controls wigglyness
twigl.app/?ol=true&ss=-N…
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//#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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#genuary2023 12 - tessellation
rhombic dodecahedron voxel painting in #VR
#unity and no mesh
#genuary
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vec2 q,p=(FC.xy-r*.5)/r.y;
float i,N=1e2,d;
o+=texture(b,p/.999*r.y/r+.5)*.99-.002;
for(;i++<N;){
q=(mod(t/9.+i/N,.3)+.07)*cos((i+PI2*vec2(0,.25)+.1*snoise2D(vec2(i*9.,.5*t))));
d=sqrt(.37-length(q));
o.rgb+=hsv(t*.1,.4,.5*exp(-7e2*(d+.04)*length(p-q)));}
//#つぶやきGLSL #genuary
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#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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float d,N=33.,n;
vec2 p=abs(FC.xy-.5*r+snoise2D(FC.xy/r*9.+.1*t));
d=.2+abs(snoise3D(vec3(p/r-t*.1,t*.1)));
for(n=-N;n++<N;)
o.a+=d/1e4-texture(b,(p+r*.5+7.*(sign(n)+2.)*d*cos(PI2*(n/N+vec2(0,.25))))/r).a*sign(n)*.5;
o.rgb+=hsv(d,.3,o.a/sqrt(9.+p.x+p.y));
//#つぶやきGLSL #genuary
1 YEAR.
13 TRACKS.
ALL THEM WITCHES PRESENTS 'BAKER'S DOZEN.'

allthemwitches.lnk.to/bakersdozen
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Replying to @2ndIteration
link to live shader: bit.ly/3inMubC
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#genuary2023 06 - steal like an artist
magnificent bird
magnus opum
second iteration
#genuary #stablediffusion
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#genuary2023 05 - debug view
N-body interaction with 3 forces in 4D
30720 particles @ 90fps in #VR
3080ti @ 85%
#genuary
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#genuary2023 04 - intersections
G-code export from a compute shader
#genuary #3dprinting
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#define q .8*texture(b,p
vec2 p=(FC.xy-.5*r)/r;o.rgb+=vec3(q/.99+.5).r,q+.5).g,q*.99+.5).b);
p.x+=max(snoise2D(vec2(p.x,t))+.2,0.)*(mod(snoise2D(vec2(floor(sqrt(abs(p.y))*p.y*exp(9.*m.x)),t)),1.)-.5)*.5;
o.rgb+=3e6/pow((length(p*r)-.3*r.y),4.);
//#つぶやきGLSL #genuary
Genuary Day 3: Glitch
#genuary #genuary3 #b3d #generative
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//#genuary2023 02 - made in ten minutes
vec2 p=(FC.xy-.5*r)/r.y;
o.rgb+=hsv(.1,.9,.0005/abs(mod(p.x*p.y+.01*snoise3D(vec3(9.*p/(length(p))+.3*t,.1*t)),.06)-0.03)/length(p));
//#つぶやきGLSL #genuary
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