a collection of well-tuned bugs

Joined June 2021
71 Photos and videos
#define M texture(b,vec2(.5,i)/r.y) float i,N=77.;vec2 q=M.xy,p=(FC.xy-.5*r)/r.y,n=(m-.5)*r/r.y;if(FC.x==.5){i=FC.y .1*m.y;o=M;o.xy =exp(-9.*length(n-o.xy))*(n-o.xy);for(i=0.; i<N;o-=4e-3*normalize(M-o));}for(; i<N;q=M.xy)o.rgb =hsv(.6,M.z,3e-4/(dot(p-q,p-M.xy))); #つぶやきGLSL
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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=-NjEieE…
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//#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
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#genuary2023 24 - textile #3Dprint of compute shader physics in #VR direct G-code export, no STL texture generated by interlaced particles #genuary #3Dprinting
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can be tuned using a MIDI-keyboard in real-time
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//#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
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mouse x controls size and y controls wigglyness twigl.app?ol=true&ss=-NMDAvN…
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//#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
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#genuary2023 12 - tessellation rhombic dodecahedron voxel painting in #VR #unity and no mesh #genuary
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vec2 q,p=(FC.xy-r*.5)/r.y; float i,N=1e2,d; o =texture(b,p/.999*r.y/r .5)*.99-.002; for(;i <N;){ q=(mod(t/9. i/N,.3) .07)*cos((i PI2*vec2(0,.25) .1*snoise2D(vec2(i*9.,.5*t)))); d=sqrt(.37-length(q)); o.rgb =hsv(t*.1,.4,.5*exp(-7e2*(d .04)*length(p-q)));} //#つぶやきGLSL #genuary
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#genuary2023 09 - plants using a MIDI-keyboard to tune the compute shader "rendering" process will take until the end of #genuary (assuming it works)
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#genuary2023 08 - SDFs 3D squircle = sphube #genuary #VR #cellularautomata
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float d,N=33.,n; vec2 p=abs(FC.xy-.5*r snoise2D(FC.xy/r*9. .1*t)); d=.2 abs(snoise3D(vec3(p/r-t*.1,t*.1))); for(n=-N;n <N;) o.a =d/1e4-texture(b,(p r*.5 7.*(sign(n) 2.)*d*cos(PI2*(n/N vec2(0,.25))))/r).a*sign(n)*.5; o.rgb =hsv(d,.3,o.a/sqrt(9. p.x p.y)); //#つぶやきGLSL #genuary
1 YEAR. 13 TRACKS. ALL THEM WITCHES PRESENTS 'BAKER'S DOZEN.' allthemwitches.lnk.to/bakers…
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#genuary2023 06 - steal like an artist magnificent bird magnus opum second iteration #genuary #stablediffusion
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#genuary2023 05 - debug view N-body interaction with 3 forces in 4D 30720 particles @ 90fps in #VR 3080ti @ 85% #genuary
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#genuary2023 04 - intersections G-code export from a compute shader #genuary #3dprinting
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#define q .8*texture(b,p vec2 p=(FC.xy-.5*r)/r;o.rgb =vec3(q/.99 .5).r,q .5).g,q*.99 .5).b); p.x =max(snoise2D(vec2(p.x,t)) .2,0.)*(mod(snoise2D(vec2(floor(sqrt(abs(p.y))*p.y*exp(9.*m.x)),t)),1.)-.5)*.5; o.rgb =3e6/pow((length(p*r)-.3*r.y),4.); //#つぶやきGLSL #genuary
Genuary Day 3: Glitch #genuary #genuary3 #b3d #generative
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//#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
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