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…
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…
0
0
3
224
//#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
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
1
3
21
1,482
#genuary2023 24 - textile
#3Dprint of compute shader physics in #VR
direct G-code export, no STL
texture generated by interlaced particles
#genuary #3Dprinting
#3Dprint of compute shader physics in #VR
direct G-code export, no STL
texture generated by interlaced particles
#genuary #3Dprinting
1
1
3
655
//#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
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
2
3
21
2,448
mouse x controls size and y controls wigglyness
twigl.app/?ol=true&ss=-N…
twigl.app/?ol=true&ss=-N…
0
0
0
319
//#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
#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
0
12
36
3,946
#genuary2023 09 - plants
using a MIDI-keyboard to tune the compute shader
"rendering" process will take until the end of #genuary (assuming it works)
using a MIDI-keyboard to tune the compute shader
"rendering" process will take until the end of #genuary (assuming it works)
1
2
13
945
#genuary2023 06 - steal like an artist
magnificent bird
magnus opum
second iteration
#genuary #stablediffusion
magnificent bird
magnus opum
second iteration
#genuary #stablediffusion
0
0
3
454
#genuary2023 05 - debug view
N-body interaction with 3 forces in 4D
30720 particles @ 90fps in #VR
3080ti @ 85%
#genuary
N-body interaction with 3 forces in 4D
30720 particles @ 90fps in #VR
3080ti @ 85%
#genuary
0
1
8
637
//#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
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
0
7
20
2,192










