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vec3 f=vec3(.2,.4,1.5),p;for(float i,e,g,S,u;i++<50.;o+=exp(e*5e3-sin(vec4(4,3,2,0)*p.z-log(S)))/50.){p=vec3((FC.xy-.5*r)/r.y*g,g)-i/3e4;mat2 M=rotate2D(t/8.);p.yz*=M*M;p--;p.yx*=M;S=5.;for(int j;j++<20;p/=u)S/=u=dot(p=2.*clamp(p,-f,f)-p,p);g-=e=p.z/S;} #つぶやきGLSL

647,249 次观看 • 2 年前 •via X (Twitter)

10 条评论

yonatan 的头像
yonatan2 年前

live version:

Paul-emmanuel 的头像
Paul-emmanuel2 年前

Shaders are some sort of biblically accurate programming.

Motus 的头像
Motus2 年前

For some reason this invokes an impending sense of doom

Mike Hibbert 的头像
Mike Hibbert2 年前

My mother had some curtains like this.

Curious Mind 的头像
Curious Mind2 年前

vec3 f = vec3(0.2, 0.4, 1.5), p; for( float i, e, g, S, u; i++ < 50.0; o += exp(e * 5e3 - sin(vec4(4, 3, 2, 0) * p.z - log(S))) / 50.0 ){ p = vec3((FC.xy - 0.5 * r) / r.y * g, g) -i / 3e4; mat2 M = rotate2D(t / 8.0); p.yz *= M*M; p--; p.yx *= M; S = 5.0; for(int j; j++ < 20; p /= u) S /= u = dot(p = (2.0 * clamp(p, -f, f) - p), p); g -= e = p.z/S; }

Adrian Bisson 的头像
Adrian Bisson2 年前

welcome to the peyote dimension

Matthias Hurrle 的头像
Matthias Hurrle2 年前

Long version with mouse/touch enabled navigation. via @CodePen

Jeffrey Emanuel 的头像
Jeffrey Emanuel2 年前

Reminds me of those animations of protein synthesis in the body.

Sambhav Gupta 的头像
Sambhav Gupta2 年前

Please tell me this is just gibberish and not an actual mathematical equation

B🜁RBELITH 的头像
B🜁RBELITH2 年前

You won the tweet sized shader contest!

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