mostly inactive information 1957 glöps
- general:
- level: user
- personal:
- demo Windows pølser plørre
- what
also samurai's selfvoting (idk.. maybe not) - sucksadded on the 2017-07-20 14:02:22
- 256b MS-Dos Nothing by Mainloop [web]
- raymarcher in 256b!??
- rulezadded on the 2017-07-20 13:53:38
- 256b Vectrex Electric Force by Realm Of Illusion [web]
- WOAH
- rulezadded on the 2017-07-20 12:30:18
- 64k Windows muddle in the artificial universe by Abyss Connection [web]
- okay
- isokadded on the 2017-07-20 10:34:31
- 4k ZX Spectrum Goa 4k by Extreme Entertainment
- kind of a good technical achievement
- rulezadded on the 2017-07-18 14:56:55
- 64k JavaScript Racoons ate my Hamster by Realms of whatever
- wat
- isokadded on the 2017-07-18 11:32:41
- demo Windows Mening by Fairlight [web]
- Also, goodbye KeX3 D:
- isokadded on the 2017-07-17 11:08:06
- 1k Windows Corrente continua by Topopiccione
- whoops, correct code without a unnecessary space shit:
Quote:#define a iTime*3.125
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 x;
x.x=-1.0+0.4*(fragCoord.x/(iResolution.x/5.0));
x.y=-1.0+0.4*(fragCoord.y/(iResolution.y/5.0));
float r=sqrt(x.x*x.x+x.y*x.y);
float u=atan(x.x,x.y);
vec2 q=x*1.5,s=-q;
float v=sqrt(q.x*q.x+q.y*q.y);
float w=atan(x.y*1.5,x.x*1.5);
float z=(atan(q.x,x.y)+atan(x.x,q.y))/2.0;
x.x=tan(clamp((x.x-r/2.0*cos(a/8.1)+x.y/r),-1.4,1.4));
x.y=tan(clamp((x.y-r/1.5*sin(a/9.5)+x.x/r),-1.55,1.4));
q.x=tan(-clamp((q.x-r/2.5*cos(a/30.5)+q.x/u),-1.4,1.45));
q.y=tan(clamp((-q.y-v/1.3*sin(sqrt(a/10.0)/2.4)+q.y/r),-1.4,1.4));
s.x=tan(clamp((-s.x-v/2.5*cos(a/40.1313)-q.x/w),-1.5,1.4));
s.y=tan(-clamp((s.y-r/1.3*sin(a/30.414)+s.y/z),-1.4,1.49));
float b=(3.0/(sin(q.x)-cos(q.y)))/1.5;
float g=(1.0/(sin(x.x)-cos(x.y)))/0.5;
float c=(1.5/(cos(x.x)-sin(q.y)))/1.5;
float d=(2.5/(cos(q.x)+sin(q.y)))/1.5-sqrt(c/2.7);
float f=(4.5/(cos(-s.x)+sin(-s.y)))/1.5+dot(b,g)/3.0;
fragColor = vec4(sqrt(g+b+c-d+f)/30.0,sqrt(g+b+c-d+f)/30.0,sqrt(g+b+c-d+f)/18.0,1);
} - isokadded on the 2017-07-15 17:20:32
- 1k Windows Corrente continua by Topopiccione
- made a shadertoy port:
Code:#define a iTime*3.125 void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 x; x.x=-1.0+0.4*(fragCoord.x/(iResolution.x/5.0)); x.y=-1.0+0.4*(fragCoord.y/(iResolution.y/5.0)); float r=sqrt(x.x*x.x+x.y*x.y); float u=atan(x.x,x.y); vec2 q=x*1.5,s=-q; float v=sqrt(q.x*q.x+q.y*q.y); float w=atan(x.y*1.5,x.x*1.5); float z=(atan(q.x,x.y)+atan(x.x,q.y))/2.0; x.x=tan(clamp((x.x-r/2.0*cos(a/8.1)+x.y/r),-1.4,1.4)); x.y=tan(clamp((x.y-r/1.5*sin(a/9.5)+x.x/r),-1.55,1.4)); q.x=tan(-clamp((q.x-r/2.5*cos(a/30.5)+q.x/u),-1.4,1.45)); q.y=tan(clamp((-q.y-v/1.3*sin(sqrt(a/10.0)/2.4)+q.y/r),-1.4,1.4)); s.x=tan(clamp((-s.x-v/2.5*cos(a/40.1313)-q.x/w),-1.5,1.4)); s.y=tan(-clamp((s.y-r/1.3*sin(a/30.414)+s.y/z),-1.4,1.49)); float b=(3.0/(sin(q.x)-cos(q.y)))/1.5; float g=(1.0/(sin(x.x)-cos(x.y)))/0.5; float c=(1.5/(cos(x.x)-sin(q.y)))/1.5; float d=(2.5/(cos(q.x)+sin(q.y)))/1.5-sqrt(c/2.7); float f=(4.5/(cos(-s.x)+sin(-s.y)))/1.5+dot(b,g)/3.0; fragColor = vec4(sqrt(g+b+c-d+f)/30.0,sqrt(g+b+c-d+f)/30.0,sqrt(g+b+c-d+f)/18.0,1); }
this looks nice - rulezadded on the 2017-07-15 17:19:19
- demo MS-Dos ILLEGAL TELEPATHY by The Dennis Courtney 5
- what luis said
- rulezadded on the 2017-07-15 09:10:04
account created on the 2015-09-27 11:49:45
