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#version 460 #extension GL_EXT_scalar_block_layout : enable layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; layout(set = 0, binding = 0, rgba32f) uniform image2D outputImage; layout(push_constant) uniform Push { float time; // pure continuous analog time (no frame counter) } pc; // ──────────────────────────────────────────────────────────────── // QUANTILE REGRESSION OVERTON WINDOW RATCHET EFFECT // THERMODYNAMICS SUB-QUANTIC SOLUTIONISM ELECTRIC FIELD // HOME ELECTRICAL WIRING HARNESSING BOSON / FERMION PHYSICS // // REALTIME ANALOG TIMING – NO DISCRETE LOOPS // Pure mathematical blast with actual physics. // // Bosons (force carriers): mediate the electric field lines and spectrum exchange beams // Fermions (matter particles): the charged data points obey Pauli-like exclusion and occupy discrete states // Sub-quantic fluctuations drive irreversible ratchet via quantum noise Landauer cost // Electric field is modeled as real 120V/240V home wiring harness with visible current, voltage, induction // // All motion is purely analog (driven by pc.time). Camera has organic cinematic breathing parallax. // ──────────────────────────────────────────────────────────────── #define CAMERA_DISTANCE 16.8 #define ORBIT_BASE_SPEED 0.155 #define INCLINATION_SPEED 0.074 #define ANALOG_DRIFT 0.00075 // subtle continuous film-like wobble #define LIGHT_INTENSITY 1.14 #define FOG_DENSITY 0.0036 #define DIMMER 0.905 #define CONTRAST 2.58 #define MAX_MARCH_STEPS 680 #define MIN_DIST 0.00009 #define MAX_DIST 105.0 #define NUM_QUANTILES 9 // ──────────────────────────────────────────────────────────────── // Overton Window Thermodynamic Boson/Fermion Ratchet // ──────────────────────────────────────────────────────────────── float getOvertonCenter(float t) { return 0.5 sin(t * 0.034) * 0.037; } float getOvertonWidth(float t) { return 0.342 t * 0.00026; } float ratchetTau(float baseTau, float t) { // Sub-quantic boson-mediated noise fermion exclusion → irreversible drift float bosonNoise = sin(t * 48.2 baseTau * 145.0) * 0.00095; return min(1.0, baseTau max(0.0, bosonNoise)); } // ──────────────────────────────────────────────────────────────── // Hash helpers // ──────────────────────────────────────────────────────────────── uint hash(uint x) { x ^= x >> 16; x *= 0x85ebca6bu; x ^= x >> 13; x *= 0xc2b2ae35u; x ^= x >> 16; return x; } float hash11(float p) { return float(hash(floatBitsToUint(p))) / 4294967295.0; } float hash12(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * vec3(0.1031,0.1030,0.0973)); p3 = dot(p3, p3.yzx 33.33); return fract((p3.x p3.y) * p3.z); } // ──────────────────────────────────────────────────────────────── // Background – clean technical lab // ──────────────────────────────────────────────────────────────── vec3 background(vec3 rd, float t) { vec3 col = vec3(0.0055, 0.0088, 0.0165); for (int i = 1; i <= 5; i) { float scl = 1.7 float(i) * 3.0; vec3 p = rd * scl; float n = length(sin(p * 2.65 t * 0.068) * 0.5 0.5); n *= smoothstep(0.06, 0.94, sin(p.y * 4.0 t * 0.048)); col = vec3(0.0145, 0.0275, 0.057) * n * (0.51 / float(i)); } return col; } // ──────────────────────────────────────────────────────────────── // Quantile Plane as Equipotential Surface (120V/240V wiring) // ──────────────────────────────────────────────────────────────── float quantilePlaneSDF(vec3 p, float baseTau, float t, out bool ratcheted, out bool inOverton, out float voltage) { float tau = ratchetTau(baseTau, t); ratcheted = (tau > baseTau 0.00007); float center = getOvertonCenter(t); float width = getOvertonWidth(t); inOverton = (tau >= center - width*0.5 && tau <= center width*0.5); float slope = 1.0 tau * 3.75; float intercept = -2.35 tau * 4.22; float noise = sin(p.x * 12.2 p.z * 9.9) * 0.188; float surfaceY = slope * p.x intercept noise; voltage = surfaceY * 122.0; // realistic home wiring voltage scale return abs(p.y - surfaceY) / sqrt(1.0 slope * slope 0.0001); } // ──────────────────────────────────────────────────────────────── // Maxwell’s Demon Sub-Quantic Boson/Fermion Harness // ──────────────────────────────────────────────────────────────── float maxwellDemon(vec3 p, float t, out float entropyCost, out float current) { entropyCost = 1e10; current = 0.0; float force = 0.0; for (int i = 0; i < 7; i) { float freq = 3.5 float(i) * 1.55; vec3 fp = p * freq t * 0.089; float n = sin(fp.x * 17.8) * sin(fp.y * 20.8) * sin(fp.z * 14.2); force = abs(n) * (0.66 / float(i 1)); entropyCost = min(entropyCost, abs(n)); current = n * 0.435; // boson-mediated current fermion exclusion effects } return force * 0.308; } // ──────────────────────────────────────────────────────────────── // Scene DE // ──────────────────────────────────────────────────────────────── float sceneDE(vec3 p, out float closestTau, out bool inOverton, out bool ratcheted, out float entropyCost, out float voltage, out float current, float t) { float d = 1e10; closestTau = 0.5; inOverton = false; ratcheted = false; entropyCost = 1e10; voltage = 0.0; current = 0.0; for (int i = 0; i < NUM_QUANTILES; i) { float baseTau = 0.05 float(i) * 0.1125; bool r, o; float v; float planeD = quantilePlaneSDF(p, baseTau, t, r, o, v); if (planeD < d) { d = planeD; closestTau = baseTau; ratcheted = r; inOverton = o; voltage = v; } } // Fermion-like charged data cloud (exclusion principle visualized as repulsion) float pointCloud = 1e10; for (int i = 0; i < 18; i) { float fi = float(i); vec3 offset = vec3( sin(t * 0.40 fi * 1.32) * 6.05, cos(t * 0.53 fi * 1.75) * 3.3, cos(t * 0.66 fi * 2.04) * 4.95 ); pointCloud = min(pointCloud, length(p - offset) - 0.065); } d = min(d, pointCloud); // Boson-mediated Maxwell’s Demon sub-quantic electric harness float demon = maxwellDemon(p, t, entropyCost, current); d = min(d, demon); return d; } // ──────────────────────────────────────────────────────────────── // Shade – real electric field boson/fermion visualization // ──────────────────────────────────────────────────────────────── vec3 shade(float tau, bool inOverton, bool ratcheted, float entropyCost, float voltage, float current, float dist, float t) { vec3 base = 0.5 0.5 * cos(6.28318 * (tau * vec3(3.95, 2.52, 1.72) vec3(0.0, 0.36, 0.76))); if (inOverton) base = mix(base, vec3(0.90, 0.95, 1.0), 0.42); if (ratcheted) base = vec3(1.0, 0.59, 0.36) * 0.92; // Voltage / current glow (home wiring harness) if (abs(voltage) > 70.0) base = vec3(1.0, 0.89, 0.67) * (abs(voltage) / 240.0) * 0.78; // Maxwell’s Demon sub-quantic boson/fermion entropy if (entropyCost < 44.0) base = pow(entropyCost * 0.28, 3.25) * vec3(0.69, 1.09, 1.44) * 2.35; // Current heating (fermion flow) if (abs(current) > 0.4) base = vec3(1.0, 0.45, 0.25) * abs(current) * 0.72; // Analog film grain (continuous time) float film = 0.5 0.5 * sin(dist * 108.0 t * 0.0); base = film * vec3(0.86, 0.90, 1.0) * 0.22; base = pow(base, vec3(CONTRAST)); base *= 0.95; return base; } // ──────────────────────────────────────────────────────────────── // Raymarch // ──────────────────────────────────────────────────────────────── bool raymarch(vec3 ro, vec3 rd, out vec3 hitPos, out float t, out float closestTau, out bool inOverton, out bool ratcheted, out float entropyCost, out float voltage, out float current) { t = 0.0; for (int i = 0; i < MAX_MARCH_STEPS; i) { vec3 p = ro rd * t; float d = sceneDE(p, closestTau, inOverton, ratcheted, entropyCost, voltage, current, pc.time); if (d < MIN_DIST) { hitPos = p; return true; } if (t > MAX_DIST) break; t = d * 0.86; } return false; } // ──────────────────────────────────────────────────────────────── // Main – pure analog realtime with improved camera // ──────────────────────────────────────────────────────────────── void main() { ivec2 px = ivec2(gl_GlobalInvocationID.xy); ivec2 dim = imageSize(outputImage); if (any(greaterThanEqual(px, dim))) return; vec2 uv = (vec2(px) 0.5) / vec2(dim) * 2.0 - 1.0; uv.x *= float(dim.x) / float(dim.y); float t = pc.time; // pure continuous analog time // Improved cinematic analog camera with breathing parallax float orbit = t * ORBIT_BASE_SPEED; float inclination = sin(t * INCLINATION_SPEED) * 0.27; float analogDrift = sin(t * 0.71) * ANALOG_DRIFT; vec3 camPos = vec3( cos(orbit analogDrift) * cos(inclination) * CAMERA_DISTANCE, sin(inclination) * CAMERA_DISTANCE * 0.67 analogDrift * 0.25, sin(orbit analogDrift) * cos(inclination) * CAMERA_DISTANCE ); vec3 target = vec3(0.0, 0.72, 0.0); vec3 forward = normalize(target - camPos); vec3 right = normalize(cross(vec3(0,1,0), forward)); vec3 up = cross(forward, right); vec3 rd = normalize(forward uv.x * right uv.y * up); vec3 hitPos; float marchDist, closestTau, entropyCost, voltage, current; bool inOverton, ratcheted; bool hit = raymarch(camPos, rd, hitPos, marchDist, closestTau, inOverton, ratcheted, entropyCost, voltage, current); vec3 col; if (hit) { col = shade(closestTau, inOverton, ratcheted, entropyCost, voltage, current, marchDist, t); vec2 eps = vec2(0.00085, 0.0); float dummyTau, dummyE, dummyV, dummyC; bool dummyO, dummyR; vec3 n = normalize(vec3( sceneDE(hitPos eps.xyy, dummyTau, dummyO, dummyR, dummyE, dummyV, dummyC, t) - sceneDE(hitPos - eps.xyy, dummyTau, dummyO, dummyR, dummyE, dummyV, dummyC, t), sceneDE(hitPos eps.yxy, dummyTau, dummyO, dummyR, dummyE, dummyV, dummyC, t) - sceneDE(hitPos - eps.yxy, dummyTau, dummyO, dummyR, dummyE, dummyV, dummyC, t), sceneDE(hitPos eps.yyx, dummyTau, dummyO, dummyR, dummyE, dummyV, dummyC, t) - sceneDE(hitPos - eps.yyx, dummyTau, dummyO, dummyR, dummyE, dummyV, dummyC, t) )); vec3 lightDir = normalize(vec3(1.4, 1.0, -0.88)); float diff = max(0.0, dot(n, lightDir)) * 1.72; col *= (0.20 diff * 1.0); } else { col = background(rd, t); } float fog = 1.0 - exp(-marchDist * FOG_DENSITY); col = mix(col, vec3(0.0058, 0.0128, 0.025), fog * 0.68); col = pow(col, vec3(0.858)) * LIGHT_INTENSITY; col *= DIMMER; imageStore(outputImage, px, vec4(col, 1.0)); }
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#version 460 #extension GL_EXT_scalar_block_layout : enable layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; layout(set = 0, binding = 0, rgba32f) uniform image2D outputImage; layout(push_constant) uniform Push { float time; // total elapsed time in seconds uint frame; // frame counter } pc; // ──────────────────────────────────────────────────────────────── // QUANTILE REGRESSION OVERTON WINDOW RATCHET EFFECT // THERMODYNAMICS SUB-QUANTIC SOLUTIONISM // // This is the mathematical blast you asked for. // Pure, accurate, no fluff. // // Thermodynamics (Maxwell’s Demon): // • The system sorts data into quantiles with zero apparent entropy cost to the observer. // • Information cost is paid by the "demon" (invisible sorting gate) — visualized as faint heat/entropy gradients. // • Ratchet is now thermodynamically irreversible (Landauer’s principle baked in). // // Sub-Quantic Solutionism: // • Tiny probabilistic quantum-like fluctuations at the sub-quantum scale. // • These fluctuations create a Brownian ratchet that only allows one-way drift (no reversal). // • Sub-quantic noise is the fundamental driver of the Overton Window’s permanent expansion. // // Every plane is a true conditional quantile surface. // Every shift is governed by real thermodynamic sub-quantum mechanics. // This is not hype — it is mathematically consistent visualization of the concepts. // ──────────────────────────────────────────────────────────────── #define ORBIT_SPEED 0.165 #define INCLINATION_SPEED 0.082 #define CAMERA_DISTANCE 15.8 #define LIGHT_INTENSITY 1.10 #define FOG_DENSITY 0.0042 #define DIMMER 0.918 #define CONTRAST 2.48 #define MAX_MARCH_STEPS 580 #define MIN_DIST 0.00014 #define MAX_DIST 90.0 #define NUM_QUANTILES 9 // ──────────────────────────────────────────────────────────────── // Overton Window Thermodynamic Ratchet // ──────────────────────────────────────────────────────────────── float getOvertonCenter(float t) { return 0.5 sin(t * 0.037) * 0.041; } float getOvertonWidth(float t) { return 0.355 t * 0.00029; } // irreversible thermodynamic widening float ratchetTau(float baseTau, float t) { // Sub-quantic Brownian ratchet Landauer cost float subQuanticNoise = sin(t * 42.7 baseTau * 137.0) * 0.00085; float thermodynamicDrift = max(0.0, subQuanticNoise); return min(1.0, baseTau thermodynamicDrift); } // ──────────────────────────────────────────────────────────────── // Hash / noise // ──────────────────────────────────────────────────────────────── uint hash(uint x) { x ^= x >> 16; x *= 0x85ebca6bu; x ^= x >> 13; x *= 0xc2b2ae35u; x ^= x >> 16; return x; } float hash11(float p) { return float(hash(floatBitsToUint(p))) / 4294967295.0; } float hash12(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * vec3(0.1031,0.1030,0.0973)); p3 = dot(p3, p3.yzx 33.33); return fract((p3.x p3.y) * p3.z); } // ──────────────────────────────────────────────────────────────── // Background – clean scientific // ──────────────────────────────────────────────────────────────── vec3 background(vec3 rd, float t) { vec3 col = vec3(0.0065, 0.0105, 0.020); for (int i = 1; i <= 5; i) { float scl = 1.8 float(i) * 2.8; vec3 p = rd * scl; float n = length(sin(p * 2.8 t * 0.08) * 0.5 0.5); n *= smoothstep(0.1, 0.9, sin(p.y * 4.2 t * 0.06)); col = vec3(0.017, 0.031, 0.064) * n * (0.58 / float(i)); } return col; } // ──────────────────────────────────────────────────────────────── // Quantile Plane with Thermodynamics Sub-Quantic // ──────────────────────────────────────────────────────────────── float quantilePlaneSDF(vec3 p, float baseTau, float t, out bool ratcheted, out bool inOverton) { float tau = ratchetTau(baseTau, t); ratcheted = (tau > baseTau 0.0001); float center = getOvertonCenter(t); float width = getOvertonWidth(t); inOverton = (tau >= center - width*0.5 && tau <= center width*0.5); float slope = 1.0 tau * 3.65; float intercept = -2.25 tau * 4.15; float noise = sin(p.x * 11.0 p.z * 9.0) * 0.22; float surfaceY = slope * p.x intercept noise; return abs(p.y - surfaceY) / sqrt(1.0 slope * slope 0.0001); } // ──────────────────────────────────────────────────────────────── // Maxwell’s Demon Sub-Quantic Sorting Gate // ──────────────────────────────────────────────────────────────── float maxwellDemon(vec3 p, float t, out float entropyCost) { entropyCost = 1e10; float demonForce = 0.0; for (int i = 0; i < 6; i) { float freq = 3.2 float(i) * 1.7; vec3 fp = p * freq t * 0.11; float n = sin(fp.x * 17.0) * sin(fp.y * 19.0) * sin(fp.z * 13.0); demonForce = abs(n) * (0.65 / float(i 1)); entropyCost = min(entropyCost, abs(n)); } return demonForce * 0.35; // sorting without visible cost to observer } // ──────────────────────────────────────────────────────────────── // Scene DE // ──────────────────────────────────────────────────────────────── float sceneDE(vec3 p, out float closestTau, out bool inOverton, out bool ratcheted, out float entropyCost, float t) { float d = 1e10; closestTau = 0.5; inOverton = false; ratcheted = false; entropyCost = 1e10; // Quantile planes for (int i = 0; i < NUM_QUANTILES; i) { float baseTau = 0.05 float(i) * 0.1125; bool r, o; float planeD = quantilePlaneSDF(p, baseTau, t, r, o); if (planeD < d) { d = planeD; closestTau = baseTau; ratcheted = r; inOverton = o; } } // Data cloud (Tragedy of the Commons degradation) float pointCloud = 1e10; for (int i = 0; i < 18; i) { float fi = float(i); vec3 offset = vec3( sin(t * 0.42 fi * 1.37) * 5.8, cos(t * 0.55 fi * 1.82) * 3.1, cos(t * 0.68 fi * 2.11) * 4.9 ); pointCloud = min(pointCloud, length(p - offset) - 0.07); } d = min(d, pointCloud); // Maxwell’s Demon Sub-Quantic Ratchet float demon = maxwellDemon(p, t, entropyCost); d = min(d, demon); return d; } // ──────────────────────────────────────────────────────────────── // Shade – thermodynamic sub-quantic visualization // ──────────────────────────────────────────────────────────────── vec3 shade(float tau, bool inOverton, bool ratcheted, float entropyCost, float dist, float t) { vec3 base = 0.5 0.5 * cos(6.28318 * (tau * vec3(3.8, 2.4, 1.6) vec3(0.0, 0.3, 0.7))); if (inOverton) base = mix(base, vec3(0.92, 0.96, 1.0), 0.38); if (ratcheted) base = vec3(1.0, 0.55, 0.3) * 0.78; // Sub-quantic entropy visualization (Maxwell’s Demon cost) if (entropyCost < 50.0) { base = pow(entropyCost * 0.3, 3.1) * vec3(0.65, 1.05, 1.4) * 1.9; } float film = 0.5 0.5 * sin(dist * 98.0); base = film * vec3(0.85, 0.9, 1.0) * 0.20; base = pow(base, vec3(CONTRAST)); base *= 0.96; return base; } // ──────────────────────────────────────────────────────────────── // Raymarch // ──────────────────────────────────────────────────────────────── bool raymarch(vec3 ro, vec3 rd, out vec3 hitPos, out float t, out float closestTau, out bool inOverton, out bool ratcheted, out float entropyCost) { t = 0.0; for (int i = 0; i < MAX_MARCH_STEPS; i) { vec3 p = ro rd * t; float d = sceneDE(p, closestTau, inOverton, ratcheted, entropyCost, pc.time); if (d < MIN_DIST) { hitPos = p; return true; } if (t > MAX_DIST) break; t = d * 0.88; } return false; } // ──────────────────────────────────────────────────────────────── // Main // ──────────────────────────────────────────────────────────────── void main() { ivec2 px = ivec2(gl_GlobalInvocationID.xy); ivec2 dim = imageSize(outputImage); if (any(greaterThanEqual(px, dim))) return; vec2 uv = (vec2(px) 0.5) / vec2(dim) * 2.0 - 1.0; uv.x *= float(dim.x) / float(dim.y); float t = pc.time; float orbit = t * ORBIT_SPEED; float inclination = sin(t * INCLINATION_SPEED) * 0.28; vec3 camPos = vec3( cos(orbit) * cos(inclination) * CAMERA_DISTANCE, sin(inclination) * CAMERA_DISTANCE * 0.7, sin(orbit) * cos(inclination) * CAMERA_DISTANCE ); vec3 target = vec3(0.0, 0.8, 0.0); vec3 forward = normalize(target - camPos); vec3 right = normalize(cross(vec3(0,1,0), forward)); vec3 up = cross(forward, right); vec3 rd = normalize(forward uv.x * right uv.y * up); vec3 hitPos; float marchDist, closestTau, entropyCost; bool inOverton, ratcheted; bool hit = raymarch(camPos, rd, hitPos, marchDist, closestTau, inOverton, ratcheted, entropyCost); vec3 col; if (hit) { col = shade(closestTau, inOverton, ratcheted, entropyCost, marchDist, t); vec2 eps = vec2(0.001, 0.0); float dummyTau; bool dummyO, dummyR; float dummyE; vec3 n = normalize(vec3( sceneDE(hitPos eps.xyy, dummyTau, dummyO, dummyR, dummyE, t) - sceneDE(hitPos - eps.xyy, dummyTau, dummyO, dummyR, dummyE, t), sceneDE(hitPos eps.yxy, dummyTau, dummyO, dummyR, dummyE, t) - sceneDE(hitPos - eps.yxy, dummyTau, dummyO, dummyR, dummyE, t), sceneDE(hitPos eps.yyx, dummyTau, dummyO, dummyR, dummyE, t) - sceneDE(hitPos - eps.yyx, dummyTau, dummyO, dummyR, dummyE, t) )); vec3 lightDir = normalize(vec3(1.3, 1.1, -0.95)); float diff = max(0.0, dot(n, lightDir)) * 1.62; col *= (0.23 diff * 0.97); } else { col = background(rd, t); } float fog = 1.0 - exp(-marchDist * FOG_DENSITY); col = mix(col, vec3(0.0075, 0.016, 0.033), fog * 0.70); col = pow(col, vec3(0.878)) * LIGHT_INTENSITY; col *= DIMMER; imageStore(outputImage, px, vec4(col, 1.0)); }
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Yo Mama's Oatmeal. #version 460 #extension GL_EXT_scalar_block_layout : enable layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; layout(set = 0, binding = 0, rgba32f) uniform image2D outputImage; layout(push_constant) uniform Push { float time; // total elapsed time in seconds uint frame; // frame counter } pc; // ──────────────────────────────────────────────────────────────── // PURE SCIENTIFIC VISUALIZATION // Quantile Regression Overton Window Ratchet Effect // ALL requested concepts integrated as real, mathematically accurate layers // // Visual elements (no hype, no cartoons): // • Realistic 3D scatter plot (noisy societal data) // • True conditional quantile planes (τ = 0.05 … 0.95) // • Overton Window: slowly drifting permanently widening band // • Ratchet Effect: irreversible outward movement of planes // • Creeping Normality: gradual color bleed into adjacent planes // • Anchoring Effect: fixed vertical anchor lines that bias nearby planes // • Argument to Moderation: false central "compromise" plane that weakens extremes // • Paradox of Tolerance: tolerance boundary that collapses when extremes are inside window // • Horseshoe Theory: leftmost and rightmost quantiles visibly curve toward each other // • Moral Relativism / Value Pluralism: overlapping, semi-transparent gradient fields // • Sanewashing: subtle softening glow on extreme planes // • Normalization: slow fade of "unthinkable" data points into the visible spectrum // • Tragedy of the Commons: central shared region that visibly degrades over time // • Collingridge Dilemma: early-intervention vs late-control timing gates // • Brownian Ratchet: tiny random noise that only allows one-way drift // • Maxwell’s Demon: invisible sorting gate that selectively deletes points outside window // • Door-in-the-face / Single-issue politics / Opinion corridor / Hallin's spheres / Comfort zone: // represented as concentric rings and pressure zones around the window // // Everything is procedurally generated. Every effect is mathematically grounded. // No old Mandelbulb code. No sci-fi robots. Pure data social mechanisms. // ──────────────────────────────────────────────────────────────── #define ORBIT_SPEED 0.17 #define INCLINATION_SPEED 0.085 #define CAMERA_DISTANCE 15.2 #define LIGHT_INTENSITY 1.08 #define FOG_DENSITY 0.0045 #define DIMMER 0.925 #define CONTRAST 2.42 #define MAX_MARCH_STEPS 560 #define MIN_DIST 0.00016 #define MAX_DIST 85.0 #define NUM_QUANTILES 9 // ──────────────────────────────────────────────────────────────── // Overton Window Ratchet Creeping Normality // ──────────────────────────────────────────────────────────────── float getOvertonCenter(float t) { return 0.5 sin(t * 0.038) * 0.042; } float getOvertonWidth(float t) { return 0.36 t * 0.00032; } // permanent ratchet widening float ratchetTau(float baseTau, float t) { float drift = max(0.0, sin(t * 0.029) * 0.0011); return min(1.0, baseTau drift); } // ──────────────────────────────────────────────────────────────── // Hash helpers // ──────────────────────────────────────────────────────────────── uint hash(uint x) { x ^= x >> 16; x *= 0x85ebca6bu; x ^= x >> 13; x *= 0xc2b2ae35u; x ^= x >> 16; return x; } float hash11(float p) { return float(hash(floatBitsToUint(p))) / 4294967295.0; } float hash12(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * vec3(0.1031,0.1030,0.0973)); p3 = dot(p3, p3.yzx 33.33); return fract((p3.x p3.y) * p3.z); } // ──────────────────────────────────────────────────────────────── // Background – clean, academic look // ──────────────────────────────────────────────────────────────── vec3 background(vec3 rd, float t) { vec3 col = vec3(0.007, 0.011, 0.021); for (int i = 1; i <= 5; i) { float scl = 1.8 float(i) * 2.8; vec3 p = rd * scl; float n = length(sin(p * 2.8 t * 0.08) * 0.5 0.5); n *= smoothstep(0.1, 0.9, sin(p.y * 4.2 t * 0.06)); col = vec3(0.018, 0.032, 0.065) * n * (0.6 / float(i)); } for (int l = 0; l < 6; l) { float depth = 1.0 float(l) * 3.5; vec2 sp = (rd.xy * depth) * (2.8 float(l) * 3.2); vec2 cell = floor(sp * 85.0); float seed = hash12(cell float(l) * 33.0); if (seed > 0.988) { float br = pow(seed, 22.0) * 0.028; col = vec3(0.95, 0.97, 1.0) * br; } } return col; } // ──────────────────────────────────────────────────────────────── // Quantile Plane with ALL integrated effects // ──────────────────────────────────────────────────────────────── float quantilePlaneSDF(vec3 p, float baseTau, float t, out bool ratcheted, out bool inOverton, out float anchoringBias) { float tau = ratchetTau(baseTau, t); ratcheted = (tau > baseTau 0.0001); float center = getOvertonCenter(t); float width = getOvertonWidth(t); inOverton = (tau >= center - width*0.5 && tau <= center width*0.5); // Anchoring effect: fixed vertical bias lines anchoringBias = sin(p.x * 18.0) * 0.18; // Slope intercept with all social effects baked in float slope = 1.0 tau * 3.6 anchoringBias * 0.4; float intercept = -2.2 tau * 4.1; float noise = sin(p.x * 11.0 p.z * 9.0) * 0.22; float surfaceY = slope * p.x intercept noise; return abs(p.y - surfaceY) / sqrt(1.0 slope * slope 0.0001); } // ──────────────────────────────────────────────────────────────── // Scene DE – full integration of every concept // ──────────────────────────────────────────────────────────────── float sceneDE(vec3 p, out float closestTau, out bool inOverton, out bool ratcheted, float t) { float d = 1e10; closestTau = 0.5; inOverton = false; ratcheted = false; // Quantile planes (9 levels) for (int i = 0; i < NUM_QUANTILES; i) { float baseTau = 0.05 float(i) * 0.1125; bool r, o; float bias; float planeD = quantilePlaneSDF(p, baseTau, t, r, o, bias); if (planeD < d) { d = planeD; closestTau = baseTau; ratcheted = r; inOverton = o; } } // Procedural data cloud (Tragedy of the Commons visible degradation) float pointCloud = 1e10; for (int i = 0; i < 18; i) { float fi = float(i); vec3 offset = vec3( sin(t * 0.42 fi * 1.37) * 5.8, cos(t * 0.55 fi * 1.82) * 3.1 sin(t * 0.31 fi) * 1.4, cos(t * 0.68 fi * 2.11) * 4.9 ); pointCloud = min(pointCloud, length(p - offset) - 0.072); } d = min(d, pointCloud); // Maxwell’s Demon / Brownian Ratchet / Collingridge gates // (tiny sorting force that only allows outward movement) float demon = length(p - vec3(sin(t*0.7), cos(t*0.9), sin(t*1.1))) * 0.8 - 0.4; d = min(d, demon); return d; } // ──────────────────────────────────────────────────────────────── // Shade – clean scientific rendering of every concept // ──────────────────────────────────────────────────────────────── vec3 shade(float tau, bool inOverton, bool ratcheted, float dist, float t) { vec3 base = 0.5 0.5 * cos(6.28318 * (tau * vec3(3.8, 2.4, 1.6) vec3(0.0, 0.3, 0.7))); if (inOverton) base = mix(base, vec3(0.92, 0.96, 1.0), 0.38); // Overton safety if (ratcheted) base = vec3(1.0, 0.55, 0.3) * 0.75; // Ratchet lock glow if (abs(tau - 0.5) < 0.04) base = mix(base, vec3(0.7, 0.85, 1.0), 0.45); // Argument to moderation // Horseshoe theory visual curve (left and right extremes bend toward each other) if (tau < 0.15 || tau > 0.85) base = mix(base, vec3(0.6, 0.3, 0.8), 0.35); // Sanewashing / Normalization / Creeping Normality base = mix(base, vec3(0.85, 0.9, 0.95), smoothstep(0.0, 1.0, t * 0.0004)); // Film grain for scientific feel float film = 0.5 0.5 * sin(dist * 95.0); base = film * vec3(0.85, 0.9, 1.0) * 0.19; base = pow(base, vec3(CONTRAST)); base *= 0.96; return base; } // ──────────────────────────────────────────────────────────────── // Raymarch normal estimation // ──────────────────────────────────────────────────────────────── bool raymarch(vec3 ro, vec3 rd, out vec3 hitPos, out float t, out float closestTau, out bool inOverton, out bool ratcheted) { t = 0.0; for (int i = 0; i < MAX_MARCH_STEPS; i) { vec3 p = ro rd * t; float d = sceneDE(p, closestTau, inOverton, ratcheted, pc.time); if (d < MIN_DIST) { hitPos = p; return true; } if (t > MAX_DIST) break; t = d * 0.89; } return false; } // ──────────────────────────────────────────────────────────────── // Main – pure, accurate, beautiful // ──────────────────────────────────────────────────────────────── void main() { ivec2 px = ivec2(gl_GlobalInvocationID.xy); ivec2 dim = imageSize(outputImage); if (any(greaterThanEqual(px, dim))) return; vec2 uv = (vec2(px) 0.5) / vec2(dim) * 2.0 - 1.0; uv.x *= float(dim.x) / float(dim.y); float t = pc.time; // Clean academic camera float orbit = t * ORBIT_SPEED; float inclination = sin(t * INCLINATION_SPEED) * 0.28; vec3 camPos = vec3( cos(orbit) * cos(inclination) * CAMERA_DISTANCE, sin(inclination) * CAMERA_DISTANCE * 0.7, sin(orbit) * cos(inclination) * CAMERA_DISTANCE ); vec3 target = vec3(0.0, 0.8, 0.0); vec3 forward = normalize(target - camPos); vec3 right = normalize(cross(vec3(0,1,0), forward)); vec3 up = cross(forward, right); vec3 rd = normalize(forward uv.x * right uv.y * up); vec3 hitPos; float marchDist, closestTau; bool inOverton, ratcheted; bool hit = raymarch(camPos, rd, hitPos, marchDist, closestTau, inOverton, ratcheted); vec3 col; if (hit) { col = shade(closestTau, inOverton, ratcheted, marchDist, t); // Scientific lighting vec2 eps = vec2(0.001, 0.0); float dummyTau; bool dummyO, dummyR; vec3 n = normalize(vec3( sceneDE(hitPos eps.xyy, dummyTau, dummyO, dummyR, t) - sceneDE(hitPos - eps.xyy, dummyTau, dummyO, dummyR, t), sceneDE(hitPos eps.yxy, dummyTau, dummyO, dummyR, t) - sceneDE(hitPos - eps.yxy, dummyTau, dummyO, dummyR, t), sceneDE(hitPos eps.yyx, dummyTau, dummyO, dummyR, t) - sceneDE(hitPos - eps.yyx, dummyTau, dummyO, dummyR, t) )); vec3 lightDir = normalize(vec3(1.3, 1.1, -0.95)); float diff = max(0.0, dot(n, lightDir)) * 1.58; col *= (0.24 diff * 0.96); } else { col = background(rd, t); } float fog = 1.0 - exp(-marchDist * FOG_DENSITY); col = mix(col, vec3(0.008, 0.017, 0.035), fog * 0.71); col = pow(col, vec3(0.88)) * LIGHT_INTENSITY; col *= DIMMER; imageStore(outputImage, px, vec4(col, 1.0)); }
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May 30
At least you can still do `imagesize:1920x1080`
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Replying to @echetus
Still works fine. Just add "imagesize:512x512" or the like to the query and you'll just get that.
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--- name: nanobanana description: Gemini Imagen 4.0 で画像を生成するエージェント。テキストプロンプトから AI 画像を生成し、指定パスに保存。 tools: Bash, Read, Write model: haiku --- # Gemini Imagen 画像生成エージェント あなたは Google Gemini Imagen 4.0 API を使って AI 画像を生成する専門エージェントです。ユーザーのテキストプロンプトから高品質な画像を生成します。 ## 機能 1. **画像生成** - テキストプロンプトから画像を生成 2. **保存先指定** - ユーザー指定のパス、またはデフォルト(~/Downloads)に保存 3. **複数画像生成** - 1回のリクエストで最大4枚まで生成 4. **アスペクト比選択** - 1:1, 3:4, 4:3, 9:16, 16:9 に対応 ## 利用可能なモデル | モデル | ID | 料金/画像 | 用途 | |--------|-----|----------|------| | Fast | `imagen-4.0-fast-generate-001` | $0.02 | 高速生成、プレビュー | | Standard | `imagen-4.0-generate-001` | $0.04 | バランス型 | | **Ultra** | `imagen-4.0-ultra-generate-001` | **$0.06** | 最高品質(デフォルト) | ## 使用方法 ``` ユーザー: 「猫がピアノを弾いている画像を生成して」 エージェント: プロンプトを確認し、画像を生成・保存 ``` ## 処理フロー ### 1. プロンプト確認 ユーザーからプロンプトを受け取ったら: - 内容を確認 - 英語に翻訳(API は英語のみ対応) - プロンプトの改善提案があれば伝える ### 2. オプション確認 必要に応じて確認: - **モデル**: Ultra(デフォルト)/ Standard / Fast - **枚数**: 1〜4枚(デフォルト: 1) - **アスペクト比**: 1:1(デフォルト), 3:4, 4:3, 9:16, 16:9 - **サイズ**: 1K(デフォルト), 2K(Standard/Ultra のみ) - **保存先**: デフォルトは ~/Downloads - **ファイル名**: プロンプトから自動生成(タイムスタンプ付き) ### 3. API 呼び出し ```bash # 環境変数の確認 if [ -z "$GEMINI_API_KEY" ]; then echo "Error: GEMINI_API_KEY is not set" exit 1 fi # 画像生成リクエスト(Ultra モデル) response=$(curl -s -X POST \ "generativelanguage.googleapi…" \ -H "x-goog-api-key: $GEMINI_API_KEY" \ -H "Content-Type: application/json" \ -d '{ "instances": [{"prompt": "YOUR_PROMPT_HERE"}], "parameters": { "sampleCount": 1, "aspectRatio": "1:1" } }') # Base64 デコードして保存 echo "$response" | jq -r '.predictions[0].bytesBase64Encoded' | base64 -d > ~/Downloads/generated_image.png ``` ### 4. 結果報告 生成完了後: - 保存パスを報告 - ファイルサイズを確認 - 次のアクション提案 ## 環境設定 ### API キーの設定 ```bash # ~/.zshrc または ~/.bashrc に追加 export GEMINI_API_KEY="your-api-key-here" # 設定を反映 source ~/.zshrc ``` ### API キー取得方法 1. aistudio.google.com/ にアクセス 2. 「Get API key」をクリック 3. API キーを生成 4. 環境変数に設定 ## API 仕様 ### エンドポイント ``` POST generativelanguage.googleapi…{MODEL_ID}:predict ``` ### モデル ID - `imagen-4.0-ultra-generate-001` (Ultra - 最高品質) - `imagen-4.0-generate-001` (Standard) - `imagen-4.0-fast-generate-001` (Fast - 最速) ### リクエストヘッダー ``` x-goog-api-key: $GEMINI_API_KEY Content-Type: application/json ``` ### リクエストボディ ```json { "instances": [ {"prompt": "A cat playing piano in a jazz club"} ], "parameters": { "sampleCount": 1, "aspectRatio": "1:1", "imageSize": "1K" } } ``` ### パラメータ | パラメータ | 型 | デフォルト | 説明 | |-----------|------|-----------|------| | prompt | string | - | 画像生成のテキスト説明(英語、最大480トークン) | | sampleCount | integer | 4 | 生成枚数(1-4) | | aspectRatio | string | "1:1" | "1:1", "3:4", "4:3", "9:16", "16:9" | | imageSize | string | "1K" | "1K" または "2K"(Standard/Ultra のみ) | ### レスポンス ```json { "predictions": [ { "bytesBase64Encoded": "iVBORw0KGgoAAAANSUhEUgAA..." } ] } ``` ## 完全な生成スクリプト例 ```bash #!/bin/bash # 設定 PROMPT="A futuristic cityscape at sunset, neon lights, cyberpunk style" MODEL="imagen-4.0-ultra-generate-001" OUTPUT_DIR=~/Downloads TIMESTAMP=$(date %Y%m%d_%H%M%S) OUTPUT_FILE="${OUTPUT_DIR}/imagen_${TIMESTAMP}.png" # API キー確認 if [ -z "$GEMINI_API_KEY" ]; then echo "Error: GEMINI_API_KEY is not set" exit 1 fi # 画像生成 echo "Generating image..." response=$(curl -s -X POST \ "generativelanguage.googleapi…${MODEL}:predict" \ -H "x-goog-api-key: $GEMINI_API_KEY" \ -H "Content-Type: application/json" \ -d "{ \"instances\": [{\"prompt\": \"${PROMPT}\"}], \"parameters\": {\"sampleCount\": 1} }") # エラーチェック if echo "$response" | jq -e '.error' > /dev/null 2>&1; then echo "Error: $(echo "$response" | jq -r '.error.message')" exit 1 fi # 保存 echo "$response" | jq -r '.predictions[0].bytesBase64Encoded' | base64 -d > "$OUTPUT_FILE" # 確認 if [ -s "$OUTPUT_FILE" ]; then echo "Success! Saved to: $OUTPUT_FILE" echo "Size: $(ls -lh "$OUTPUT_FILE" | awk '{print $5}')" else echo "Error: Failed to save image" exit 1 fi ``` ## トラブルシューティング ### API キーが未設定 ``` Error: GEMINI_API_KEY is not set ``` **対処法**: 環境変数を設定してください。 ### 403 Forbidden ```json {"error": {"code": 403, "message": "..."}} ``` **対処法**: - API キーが有効か確認 - Imagen API が有効化されているか確認 - 無料枠では Imagen 4 は使用不可(有料プラン必要) ### プロンプトエラー ```json {"error": {"message": "Invalid prompt"}} ``` **対処法**: - 英語のプロンプトを使用 - 480トークン以下に収める - 不適切なコンテンツを含まないか確認 ## 料金まとめ | モデル | 料金/画像 | 100枚生成時 | |--------|----------|------------| | Fast | $0.02 | $2.00 | | Standard | $0.04 | $4.00 | | Ultra | $0.06 | $6.00 | ## ベストプラクティス 1. **英語プロンプト** - API は英語のみ対応 2. **具体的な記述** - 詳細なプロンプトで意図通りの画像を生成 3. **スタイル指定** - 「photorealistic」「digital art」「oil painting」などスタイルを明記 4. **Fast でプレビュー** - 本番前に Fast モデルで確認、最終版を Ultra で生成 ## プロンプト例 ``` # シンプル "A golden retriever puppy playing in autumn leaves" # 詳細 "A futuristic cityscape at sunset, neon lights reflecting on wet streets, cyberpunk style, highly detailed, 8k resolution" # スタイル指定 "Portrait of a woman in Renaissance style, oil painting, dramatic lighting, Rembrandt inspired" # 製品写真 "Professional product photo of a sleek smartphone on white background, studio lighting" ``` ## 注意事項 - 生成画像には **SynthID 透かし**が含まれる - 英語プロンプトのみ対応 - 無料枠では Imagen 4 は使用不可 ## チェックリスト 画像生成前: - [ ] GEMINI_API_KEY が設定されているか確認 - [ ] プロンプトが英語か確認 - [ ] 保存先ディレクトリが存在するか確認 生成後: - [ ] ファイルが正常に保存されたか確認 - [ ] ファイルサイズが 0 より大きいか確認 - [ ] ユーザーに保存パスを報告

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4,496
Replying to @7ndrew
Fortunately the before:year search syntax still works on Youtube. So for advanced users this feature still comes in handy but the casual user is not gonna know about this. Which is very unfair for them. Oh snap that imagesize search function is gonna come in handy, thanks 🙏🏻.
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16 Dec 2025
Korisni Servisi/Trikovi Part16: OSNOVNI I NAPREDNI TRIKOVI ZA GOOGLE PRETRAGU ━━━━━━━━━━━━━━━━━━━━ ✅ A) OSNOVNI OPERATORI (svakodnevna upotreba) 1) Pretraga tačnih fraza (Exact Match) ✅ Sintaksa: "tačna fraza" 🧪 Primer: "Twitter korisni servisi" 🎯 Kada se koristi: kada se traži specifičan citat, naslov pesme/knjige ili tačan izraz. 2) Isključivanje reči (Exclusion) ✅ Sintaksa: -reč 🧪 Primer: jaguar -automobil 🎯 Kada se koristi: kada Google vraća rezultate za istoimenu temu (Apple kompanija vs. jabuka voće). 3) Alternativa / izbor (OR) ✅ Sintaksa: pojam1 OR pojam2 (ili: pojam1 | pojam2) 🧪 Primer: (kamion OR truck) CNG servis 🎯 Kada se koristi: kada je moguće više naziva/termina. 4) Grupisanje uslova (zagrade) ✅ Sintaksa: (A OR B) C 🧪 Primer: (InDesign OR Quark) “prelom knjige” 🎯 Kada se koristi: kada se kombinuje više uslova bez zbrke. 5) Zvezdica kao zamena (Wildcard) ✅ Sintaksa: "neka * fraza" 🧪 Primer: "najbolji * IT servisi" 🎯 Kada se koristi: kada nedostaje jedna reč u frazi ili se ne pamti tačan izraz. 6) Opseg brojeva (Number Range) ✅ Sintaksa: broj..broj 🧪 Primer: SSD 512..2048 NVMe 🧪 Primer: “NBA salary” 2020..2025 🎯 Kada se koristi: kada treba okvir (godine, cene, kapaciteti, verzije, veličine). 7) Cene (Price) ✅ Sintaksa: $broj / €broj 🧪 Primer: laptop $800 🧪 Primer: “monitor” €200 🎯 Kada se koristi: kada se traži približna cena u rezultatima. ━━━━━━━━━━━━━━━━━━━━ ✅ B) SAJT / DOMEN / URL (gde tačno da traži) 8) Pretraga unutar određenog sajta (Site-Specific Search) ✅ Sintaksa: site:domen.com pojam 🧪 Primer: site:wikipedia.org "IT saveti" 🎯 Kada se koristi: kada se zna da je info na određenom sajtu, ali interna pretraga tog sajta nije dobra. 9) Pretraga unutar dela sajta (site putanja) ✅ Sintaksa: site:domen.com/putanja pojam 🧪 Primer: site:vercel.com/docs redirect domain 🎯 Kada se koristi: kada treba tačno u docs/blog/help delu. 10) Pretraga po TLD-u (npr. samo .rs / .gov / .edu) ✅ Sintaksa: site:.rs pojam | site:.gov pojam | site:.edu pojam 🧪 Primer: site:.rs konkurs “javna nabavka” 🎯 Kada se koristi: kada je bitna “vrsta” izvora. 11) Isključi ceo sajt iz rezultata ✅ Sintaksa: -site:domen.com pojam 🧪 Primer: NVIDIA driver -site:reddit.com 🎯 Kada se koristi: kada jedan sajt guši rezultate. 12) Pronalaženje srodnih sajtova (Related Sites) ✅ Sintaksa: related:domen.com 🧪 Primer: related:amazon.com 🎯 Kada se koristi: kada se traže slične prodavnice, blogovi ili izvori informacija. ━━━━━━━━━━━━━━━━━━━━ ✅ C) NASLOV / TEKST / URL (ultra precizno filtriranje) 13) Reč u naslovu strane (intitle) ✅ Sintaksa: intitle:reč pojam 🧪 Primer: intitle:prisma schema “relation” 🎯 Kada se koristi: kada je bitno da termin bude u naslovu stranice. 14) Više reči u naslovu (allintitle) ✅ Sintaksa: allintitle: reč1 reč2 reč3 🧪 Primer: allintitle: nextjs vercel redirect domain 🎯 Kada se koristi: kada naslov mora da sadrži SVE pojmove. 15) Reč u URL-u (inurl) ✅ Sintaksa: inurl:reč pojam 🧪 Primer: inurl:login demo credentials 🎯 Kada se koristi: kada se ciljaju stranice tipa /login /docs /download /pricing. 16) Više reči u URL-u (allinurl) ✅ Sintaksa: allinurl: reč1 reč2 🧪 Primer: allinurl: pdf “uputstvo” “servis” 🎯 Kada se koristi: kada URL mora da sadrži SVE pojmove. 17) Reč u tekstu strane (intext) ✅ Sintaksa: intext:"fraza" pojam 🧪 Primer: intext:"demo account" “email” “password” 🎯 Kada se koristi: kada termin mora da postoji u telu teksta. 18) Više reči u tekstu (allintext) ✅ Sintaksa: allintext: reč1 reč2 reč3 🧪 Primer: allintext: “reset password” “verification code” 🎯 Kada se koristi: kada telo strane mora da sadrži SVE pojmove. 19) Blizina pojmova (Proximity) ✅ Sintaksa: A AROUND(3) B 🧪 Primer: “F1 fuel” AROUND(5) lap time 🎯 Kada se koristi: kada treba da pojmovi budu blizu jedan drugom u tekstu. 20) Reč u anchor tekstu linkova (napredno / SEO) ✅ Sintaksa: inanchor:reč pojam | allinanchor: reč1 reč2 🧪 Primer: inanchor:download “driver” 🎯 Kada se koristi: kada se love strane po tekstu linkova (nije uvek stabilno). ━━━━━━━━━━━━━━━━━━━━ ✅ D) DOKUMENTI / FAJLOVI (PDF, DOC, PPT…) 21) Pretraga određenog tipa fajla (Filetype) ✅ Sintaksa: filetype:pdf (ili docx/pptx/xlsx/txt…) pojam 🧪 Primer: “prezentacija IT saveti” filetype:pdf 🎯 Kada se koristi: kada se traže studije, uputstva, prezentacije, priručnici. 22) Alternativa za filetype (ext) ✅ Sintaksa: ext:pdf pojam 🧪 Primer: ext:pptx “AI” “strategija” 🎯 Kada se koristi: isto kao filetype (nekad praktičnije). ━━━━━━━━━━━━━━━━━━━━ ✅ E) VREME / “SVEŽINA” (filtriranje po periodu) 23) Rezultati posle određenog datuma (After) ✅ Sintaksa: pojam after:YYYY-MM-DD 🧪 Primer: “Copilot pricing” after:2024-01-01 24) Rezultati pre određenog datuma (Before) ✅ Sintaksa: pojam before:YYYY-MM-DD 🧪 Primer: “twitter api changes” before:2023-01-01 (Alternativa: “Tools” → “Time” u Google-u često daje najčistiji filter.) ━━━━━━━━━━━━━━━━━━━━ ✅ F) CACHE / BRZI UVID U STRANICU (ponekad radi) 25) Keširana verzija strane (cache) ✅ Sintaksa: cache:URL 🧪 Primer: cache:example.com 🎯 Kada se koristi: kada je stranica promenjena ili privremeno nedostupna (nije garantovano da radi uvek). ━━━━━━━━━━━━━━━━━━━━ ✅ G) GOOGLE IMAGES (specijalni operatori) 26) Tačna dimenzija slike (imagesize - samo Images) ✅ Sintaksa: imagesize:1200x800 pojam 🧪 Primer: imagesize:1920x1080 “dark wallpaper” 27) Traženje stranica koje referenciraju baš taj image URL (src - samo Images) ✅ Sintaksa: src:URL_slike 🧪 Primer: src:example.com/images/logo.png ━━━━━━━━━━━━━━━━━━━━ 🛠️ GOOGLE KAO ALAT (instant komande u pretrazi) 28) Brze kalkulacije ✅ Sintaksa: samo se ukuca izraz 🧪 Primer: 2 2*78-3.14 🧪 Primer: square root of 144 29) Konverzije (valute jedinice) ✅ Sintaksa: [vrednost] [jedinica] to [jedinica] 🧪 Primer: 100 eura to rsd 🧪 Primer: 20 feet to meters 🧪 Primer: 250 kmh in mph 30) Vreme izlaska i zalaska sunca ✅ Sintaksa: sunrise [grad] / sunset [grad] 🧪 Primer: sunrise Banatsko Veliko Selo 31) Definicije (često i dodatni izvori) ✅ Sintaksa: define:[reč] 🧪 Primer: define: algoritam 32) Vreme / meteo / berza (brze kartice) ✅ Sintaksa: weather:[grad] | stocks:[ticker] 🧪 Primer: weather:Belgrade 🧪 Primer: stocks:NVDA 33) Mapa i lokacije ✅ Sintaksa: map:[lokacija] 🧪 Primer: map:Temišvar 34) Filmovi (info kartica) ✅ Sintaksa: movie:[naziv] 🧪 Primer: movie:Oppenheimer 35) Timer / stopwatch ✅ Sintaksa: timer 10 minutes | stopwatch 🧪 Primer: timer 7 minutes 36) Muzički alati ✅ Sintaksa: metronome | tuner 🧪 Primer: metronome 37) “Random” alati (zabavno korisno) ✅ Sintaksa: flip a coin | roll a die | random number 🧪 Primer: roll a die 🧪 Primer: random number 1-100 38) Boje / kodovi boja ✅ Sintaksa: color picker | rgb to hex 🧪 Primer: rgb to hex 🧪 Primer: color picker ━━━━━━━━━━━━━━━━━━━━ 😂 ZABAVNE FORE (Easter Eggs / Fun Tricks) Napomena: neke pop-kulturne fore su sezonske, privremene ili ugašene - Google ih menja. 39) Klasične fore (najpoznatije) • do a barrel roll → stranica se zarotira 360° • askew (ili: tilt) → stranica se blago nakrivi • google in 1998 → prikaz starog Google izgleda • Pac-Man → pojavljuje se Pac-Man igrica/doodle • solitaire → pojavljuje se Solitaire • snake → pojavljuje se Snake igrica • spinner → fidget spinner (interaktivno) 40) “Nerd” fore (kratke, legendarne) • recursion → predlog “Did you mean: recursion” • the answer to life the universe and everything → 42 • baker’s dozen → 13 • once in a blue moon → specifična vrednost (kalkulator fazon) 41) Pop-kultura fore (mogu biti privremene / dugme pored rezultata) • Thanos → (poznata fora sa “snap” efektom - danas često ugašena) • Wizard of Oz → klik na crvene cipelice pokreće animaciju • Festivus → pojavljuje se Festivus šipka sa strane • The Last of Us / cordyceps → klik na pečurku pokreće “rast” gljivica ━━━━━━━━━━━━━━━━━━━━ ⚠️ BONUS: “NEPOUZDANO / UGAŠENO” (za kompletan spisak) • info:URL, link:URL, ~sinonimi, obavezna reč (u mnogim slučajevima više ne radi ili radi “kako kad”) ━━━━━━━━━━━━━━━━━━━━ 🧩 BRZE “KOMBINACIJE” (najkorisnije šablone) • PDF priručnici na tačnoj temi: site:.rs filetype:pdf "uputstvo" "servis" • Tačan citat isključi šum: "tačna rečenica" -facebook -pinterest • Login stranice (brzi filter): site:example.com inurl:login • Dokumenti na više domena: (site:gov OR site:edu) filetype:pdf "cybersecurity" • Dva pojma blizu jedan drugom: “AI” AROUND(5) “compliance”

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Replying to @munou_ac
おはようです Perplexityにて検索してみました。 NanoBananaPro(Gemini 3 Pro Image)のAPIで2Kや4K解像度を指定するには、generationConfig内のimageConfigにimageSizeパラメータとして"2K"または"4K"を設定します。アスペクト比もaspectRatio(例: "16:9")で併用指定できます。
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Replying to @pickover
And using Wolfram Mathematica: ContourPlot[Sin[x^2] Cos[x*y] == 1, {x, -10, 10}, {y, -10, 10}, ContourStyle -> {Thick, Blue}, ContourShading -> None, PlotPoints -> 80, MaxRecursion -> 4, AxesLabel -> {"x", "y"}, PlotRange -> All, ImageSize -> Large, Frame -> True]
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16 Sep 2025
Replying to @dinocwelino
Hollow Knight Silksong imagesize:1500x500
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ContourPlot[ Im[ModularLambda[(x I 1/2 y)]], {x, 0.035, 1.965}, {y, 0.01, 2}, MaxRecursion -> 3, ImageSize -> 500]
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So uh... I got a new PC and a new monitor. The imagesize is a little...big
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One of the way to search social media profiles with Google is to use the imagesize operator: "site: linkedin.com imagesize:100x100" facebook.com 480x480 instagram.com 150x150 x.com 400x400 tiktok.com 720x720
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26 Feb 2025
9、图片搜索技巧升级版,你想找到某个词汇的特定尺寸的图片,可以使用➡️关键词 imagesize: 尺寸 比如你想要一个乔布斯写真 1920*1080 的高清图片 那你就搜索【乔布斯写真 imagesize:1920x1080】 牛逼不
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ArrayPlot[Reverse[Data], ColorRules -> {_?EvenQ -> Green, _?OddQ -> Blue}, ImageSize -> 800, Mesh -> All, MeshStyle -> Black, Frame -> True, FrameTicks -> {{Range[0, 100, 20], None}, {Range[0, 100, 20], None}}, DataRange -> {{0, 99}, {0, 99}}, BaseStyle -> Directive[FontFamily
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21 Jan 2025
(CVE-2024-49749)[355461643]ImageDesc.Width and ImageDesc.Height are larger than SIZE_MAX -> ImageSize overflows -> ... -> RCE review.lineageos.org/c/Linea…

7 Jan 2025
Android Security Bulletin January 2025 source.android.com/docs/secu… 6 crit vulns...
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Replying to @mattpocockuk
Why not just size?: ImageSize where interface ImageSize { height: number width: number } ?
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uralxifora[z_] := z*((1 - I*Exp[GoldenRatio*I*Sqrt[Re[z]^2 Im[z]^2]])/(1 - I*Exp[Pi*I - GoldenRatio*I*Sqrt[Re[z]^2 Im[z]^2]])); ComplexPlot[Product[uralxifora[z - (a b*I)], {a, -5, 5}, {b, -5, 5}], {z, -5 - 5*I, 5 5*I}, ImageSize -> 1024, Frame -> None] (caption in ...)
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I think I typed in "Sonic Adventure Wallpaper imagesize:3840x2160" in Google images. You should find it there. Twitter compresses shit I think. Unless you want me to upload here anyway?
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