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cama_rob retweeted
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15,875
Pretty Raw retweeted
Who loves That Hot Nasty Verbal Raw Sex like I do 😈 #RawIsLaw #RawOnly
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Replying to @Hangmvn_
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Replying to @barqOfficial
Rawonly on OnlyRaw
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1,904
Replying to @barqOfficial
rawonly
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MONSTER COCK DEEP IN MY FILTHY PUSSY 💦 he made me moan like a slut gimme more 💦 DM me #gayparis #lopeparis #passifparis #lopeajus #puteajus #bareback #rawonly #rawislaw #churning #gaysex #gay #rawsex #cumwhore #cumdump #cumslut #chaser #chudai
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ʇᴉo retweeted
May 30

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my boy just asked me for a condom like nigga I don’t use that shit the fuck #rawonly
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Replying to @imSab_90
doesn’t matter i’m not wearing one #rawonly
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⚽️ Sports betting builds the bankroll. 🃏 The casino accelerates it. ​99% of players get wiped out because they enter the casino looking for entertainment. The Edge extracts capital with zero emotion. ​The Edge Protocol: ​Target low house-edge assets (Baccarat, Blackjack, Dice). ​Set a strict Take-Profit ( 20%). ​Set a ruthless Stop-Loss. ​Strike, withdraw RAW funds, disappear. ​No martingales. No chasing losses. No bonus traps locking your withdrawals. ​The next casino execution order deploys live tonight. ​If you want to operate within the network, secure your access now. Gateway in bio. ​#Casino #Blackjack #RiskManagement #RawOnly
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95% of casino influencers on this app are playing with fake demo money, farming your losses to buy their rented Lambos. ​It ends today. ​If a streamer posts a max win without the cryptographic seed or the public bet link, assume it’s a scam. ​The Edge operates on RAW balance only. We verify everything on-chain. ​Watch this space. The game is about to change. ​#ShowTheSeed #RawOnly #Casino #TheEdge
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Replying to @ruslanjabari
i call it the tumbler two shaders, one for the bubble, another for the blend. could just be 1 i forget why i did two. // Shared bubble shader used across the app. // Supports: tilt parallax, drag offset, barrel distortion, chromatic aberration, // rim color bleed, glass overlay, specular highlights. // Outputs fully opaque (alpha=1) with white background to avoid iOS EDR dimming. export const bubbleShaderSource = Skia.RuntimeEffect.Make(` uniform shader rock; uniform shader glass; uniform float2 resolution; uniform float2 tilt; uniform float time; uniform float2 drag; uniform float dragScale; uniform float uBarrelStr; uniform float uCaStr; uniform float uFadeStart; uniform float uFadeEnd; uniform float uGlassMul; uniform float uRimStr; uniform float uRimCaStr; uniform float uEdgePow; uniform float uBarrelStart; half4 main(float2 fragCoord) { float2 uv = fragCoord / resolution; float2 sphereCenter = float2(0.5, 0.468); float sphereR = 0.432; float2 fromSphere = uv - sphereCenter; float sphereDist = length(fromSphere); float snd = clamp(sphereDist / sphereR, 0.0, 1.0); float z = sqrt(max(1.0 - snd * snd, 0.0)); float3 normal = normalize(float3(fromSphere / max(sphereR, 0.001), z)); float3 V = float3(0.0, 0.0, 1.0); float edgeStretch = smoothstep(0.5, 1.0, snd); // Barrel distortion float barrelSnd = smoothstep(uBarrelStart, 1.0, snd); float barrel = 1.0 - pow(barrelSnd, uEdgePow) * uBarrelStr; float2 parallax = tilt * 0.05 * (1.0 - snd * 0.3); float breath = sin(time * 2.5) * 0.018; float2 dragOffset = drag / resolution; float2 warpedUV = sphereCenter fromSphere * barrel parallax; float2 rockUV = warpedUV float2(0.0, breath) dragOffset; rockUV = sphereCenter (rockUV - sphereCenter) * (1.0 / max(dragScale, 0.01)); // Sample rock chromatic aberration half4 rockSample = rock.eval(rockUV * resolution); float caAmount = pow(edgeStretch, 2.0) * uCaStr; float2 caOffset = float2(caAmount, 0.0); half4 rockR = rock.eval((rockUV caOffset) * resolution); half4 rockB = rock.eval((rockUV - caOffset) * resolution); float caMask = pow(edgeStretch, 1.5) * max(rockSample.a, max(rockR.a, rockB.a)); rockSample.r = mix(rockSample.r, rockR.r, caMask); rockSample.b = mix(rockSample.b, rockB.b, caMask); // Rock alpha fade float rockA = rockSample.a; float edgeFade = 1.0 - smoothstep(uFadeStart, uFadeEnd, snd); rockA *= edgeFade; // Glass half4 glassSample = glass.eval(fragCoord); // Rim color bleed float insideSphere = 1.0 - smoothstep(0.98, 1.0, snd); float rimBlend = pow(smoothstep(0.55, 1.0, snd), 3.0) * insideSphere; float2 toCenter = normalize(sphereCenter - uv float2(0.001)); float2 breathDrag = float2(0.0, breath) dragOffset; float angle = atan(fromSphere.y, fromSphere.x); half3 rimCol = half3(0.0); float rimA = 0.0; for (float a = -0.4; a <= 0.4; a = 0.2) { float2 dir = float2(cos(angle 3.14159 a), sin(angle 3.14159 a)); for (float d = 0.05; d <= 0.25; d = 0.066) { half4 s = rock.eval((uv dir * d breathDrag) * resolution); rimCol = s.rgb * s.a; rimA = s.a; } } rimCol = rimA > 0.01 ? rimCol / rimA : half3(1.0); float rimPresence = clamp(rimA / 10.0, 0.0, 1.0); float spread = pow(rimBlend, 2.0) * uRimCaStr; half4 pullR = rock.eval((uv toCenter * 0.12 float2(spread, 0.0) breathDrag) * resolution); half4 pullB = rock.eval((uv toCenter * 0.12 - float2(spread, 0.0) breathDrag) * resolution); rimCol.r = mix(rimCol.r, pullR.r, pow(rimBlend, 1.5) * pullR.a); rimCol.b = mix(rimCol.b, pullB.b, pow(rimBlend, 1.5) * pullB.a); float vertFade = 1.0 - max(0.0, -fromSphere.y / sphereR) * 0.5 - abs(fromSphere.y / sphereR) * 0.15; float rimFade = rimBlend * rimBlend * (3.0 - 2.0 * rimBlend) * 0.5; float gradualFade = pow(rimFade, 0.8); // Composite half3 result = mix(half3(1.0), rockSample.rgb * 0.88, rockA); half3 rimMultiplied = result * (rimCol * 1.05); result = mix(result, rimMultiplied, gradualFade * uRimStr * rimPresence * vertFade); result *= mix(half3(1.0), glassSample.rgb, uGlassMul); // Specular float3 L1 = normalize(float3(tilt.x - 0.3, tilt.y - 0.4, 1.0)); float3 L2 = normalize(float3(tilt.x 0.5, tilt.y 0.3, 0.7)); float spec1 = pow(max(dot(reflect(-L1, normal), V), 0.0), 150.0); float spec2 = pow(max(dot(reflect(-L2, normal), V), 0.0), 60.0); result = spec1 * 0.4; result = spec2 * 0.12; result = clamp(result, half3(0.0), half3(1.0)); // Premultiply against white — fully opaque output avoids iOS EDR dimming float alpha = smoothstep(sphereR 0.002, sphereR - 0.01, sphereDist); result = mix(half3(1.0), result, alpha); return half4(result, 1.0); } `)!; // Default uniform values for a nice static/passive bubble export const BUBBLE_DEFAULTS = { tilt: [0, 0] as [number, number], drag: [0, 0] as [number, number], dragScale: 1, uBarrelStr: 0.40, uCaStr: 0.05, uFadeStart: 0.71, uFadeEnd: 1.10, uGlassMul: 0.60, uRimStr: 0.67, uRimCaStr: 0.20, uEdgePow: 1.70, uBarrelStart: 0.91, }; and then for the noisy blend: // Polishing dissolve — wide soft wipe with noise-broken edge const blendShader = Skia.RuntimeEffect.Make(` uniform shader imageA; uniform shader imageB; uniform float blend; uniform float2 resolution; float hash(float2 p) { float3 p3 = fract(float3(p.xyx) * 0.1031); p3 = dot(p3, p3.yzx 33.33); return fract((p3.x p3.y) * p3.z); } float noise(float2 p) { float2 i = floor(p); float2 f = fract(p); f = f * f * (3.0 - 2.0 * f); return mix( mix(hash(i), hash(i float2(1,0)), f.x), mix(hash(i float2(0,1)), hash(i float2(1,1)), f.x), f.y ); } float fbm(float2 p) { float v = 0.0; float amp = 0.5; for (int i = 0; i < 4; i ) { v = amp * noise(p); p *= 2.0; amp *= 0.5; } return v; } half4 main(float2 fragCoord) { half4 raw = imageA.eval(fragCoord); half4 polished = imageB.eval(fragCoord); float2 uv = fragCoord / resolution; // Noise-dominant threshold — organic patches, not a directional wipe float n = fbm(uv * 5.0); float radial = length(uv - float2(0.5, 0.5)) * 0.15; float threshold = n radial; float t = blend * 1.6 - 0.15; // Non-overlapping pixels: where raw exists but polished doesn't (or vice versa) // fade these out/in earlier so they don't linger awkwardly float rawOnly = raw.a * (1.0 - polished.a); // raw pixels with no polished match float polOnly = polished.a * (1.0 - raw.a); // polished pixels with no raw match // Shift threshold down for raw-only pixels (they disappear earlier) // Shift threshold up for polished-only pixels (they appear earlier) float adjust = -rawOnly * 0.3 polOnly * 0.3; float adjThreshold = threshold adjust; float mask = smoothstep(t - 0.09, t 0.09, adjThreshold); float edgeBand = smoothstep(t - 0.09, t - 0.015, adjThreshold) - smoothstep(t 0.015, t 0.09, adjThreshold); edgeBand = max(edgeBand, 0.0); // Polished underneath, raw on top — mask=1 means still raw half4 result = mix(polished, raw, mask); // Bright wet-gloss shimmer at the transition front result.rgb = edgeBand * 0.15; return result; } `)!;
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19 Dec 2025
I need some more 🤤 niggas playing #rawonly #bham #freaks #fyp #chudai
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