#define

#GLSL: Black Hole, Distortion, 🌀 Gravitational Lens (Shader): #define R iResolution.xy void mainImage(out vec4 c, in vec2 p) { vec2 u = p / R, m = iMouse.xy / R, o = m - u, l, i; o.x *= R.x / R.y; float d = length(o); c = mix(vec4(0), texture(iChannel0, u + o / d * .1 / (d * d)), step(.3, d)); } Try it INTERACTIVE: 👉 #gamedev #indiedev
Mirza Beig256,083 görüntüleme • 8 ay önce

"Balatro" in 345 chars #define M max(0.,1. float i,l,a,b;vec2 v=ceil(FC.xy/r.y*3e2)/18.-8.*r/r.y,u=v*mat2(cos(vec4(4,37,15,4)+.1*t-length(v)/6.));for(v=u+u.yx;i++<5.;l=length(u-=cos(u+u.yx)-sin(u.x*.7-u.y))/7.)v+=sin(max(u,u.yx))+u, u+=.5*sin(v/vec2(3,1)+.2*t).yx;a=M-abs(l-2.))+.1,b=M-l);o=a/vec4(1,4,4,1)+vec4(0,.4,.7,1)*b+M-a-b)/vec4(17,8,7,1)+M+a-2.)+M+b+b-2.6);
Xor42,427 görüntüleme • 1 yıl önce

"Voxel AO" in #GLSL #define M (dot(cos(v.zxy*.1),sin(v*F4))-v.y*.1) vec3 R=normalize(r.x*.51-FC.xyz),d=sign(R),p=vec3(cos(r+t)-2e1,t/.1),v=round(p),l=(v-p+.5*d)/R,i,A,P;for(;i.x<2e2&&M>.3;i++)A=step(P=l,min(l.yzx,l.zxy)),v+=d*A,l+=d/R*A;v=p+dot(P,A)*R;o.rgb=mix(M*A/.4,i/=2e2,i);
Xor29,259 görüntüleme • 2 yıl önce

Your past doesn’t #define you; it prepares you. #ANewRide
Bishop Dale Bronner11,134 görüntüleme • 3 yıl önce
Daha fazla içerik yok.