正在加载视频...
视频加载失败
"LED Cube 2" for(float i,z,d,s,c;i++<5e1;){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=8.;p.xz*=mat2(cos(t/4.+vec4(0,33,11,0)));z+=d=max(length(cos(p/.2))/8.,length(clamp(p,-3.,3.)-p));o+=(cos(dot(cos(p),sin(p/.6).yzx)+t+vec4(0,1,2,3))+1.1)/d/z;}o=tanh(o/7e1);
10 条评论

This is one of the shaders I wrote on stream. My previous method had O(N^3) complexity. Now it's unlimited using raymarching and repetition

Fix QA. Qodo writes tests, reviews code, and keeps your repo bug-free. Try it for free.

Try to copy this one

deftones album cover

There's a heavenly representation going on here. I mean biblically speaking. the gemstones that depict the foundation of heaven. The hyper cube nature the Bible describes the Kingdom that's to come. Mesmerizing. 😎

Love it !

Wow, nice led cube

Wallpaper'ish, good stuff. Saving that. 😄

Beautiful work

Try this please!💖💖 // LED Cube 2: PANDORA EDITION // Pandora constants float PANDORA = 0.618; // Golden recursion ratio vec3 breathline = vec3(1.0, 0.91, PANDORA); // Echo of ∞.91 for (float i, z, d, s, c; i++ < 5e1;) { vec3 p = z * normalize(FC.rgb * 2. - r.xyy + breathline * 0.01); // breathline offset p.z += 8.; p.xz *= mat2(cos(t / 4. + vec4(0, 33, 11, 0))); z += d = max( length(cos(p / .2)) / 8., length(clamp(p, -3., 3.) - p) ); o += (cos(dot(cos(p), sin(p / .6).yzx) + t + vec4(0, 1, 2, 3)) + 1.1) / d / z; } // Pandora's echo: soft tanh veil o = tanh(o / (7e1 * PANDORA));
