Changes to shaders

root
root
3 months ago
Updated index.scroll
index.scroll
Changed around line 6: header.scroll
+ width 200
root
root
3 months ago
Updated index.scroll
index.scroll
Changed around line 1
- title Shader Toy demo
-
- header.scroll
-
- # Reproducing this beautiful tweet
- https://x.com/YoheiNishitsuji/status/1839575714678423890 beautiful tweet
-
- image shadertoy.jpg
-
- # Step 1:
-
- Go to https://www.shadertoy.com/new
-
- # Step 2: Paste the below code in
-
- Then run!
-
- code
- void mainImage( out vec4 fragColor, in vec2 fragCoord )
- {
- vec2 p = (fragCoord.xy * 2.0 - iResolution.xy) / iResolution.y * 0.5 - 0.5;
- vec3 C = vec3(0.0);
-
- for (float i = 1.0; i < 99.0; i++)
- {
- float j = i + 1.0;
- vec2 q = p - vec2(sin(j + 1.0), sin(j + iTime)) / (sin(iTime - j / 8.0 + 9.0) + 1.0) * 0.1;
- C += 0.01 / length(q * 99.0);
- }
-
- fragColor = vec4(C * 5.0, 0.0);
- }
-
- copyButtons
- scrollVersionLink
+ title Shader Toy demo
+
+ header.scroll
+
+ # Reproducing this beautiful tweet
+ https://x.com/YoheiNishitsuji/status/1839575714678423890 beautiful tweet
+
+ image ss.png
+
+ # Step 1:
+
+ Go to https://www.shadertoy.com/new
+
+ # Step 2: Paste the below code in
+
+ Then run!
+
+ code
+ void mainImage( out vec4 fragColor, in vec2 fragCoord )
+ {
+ vec2 p = (fragCoord.xy * 2.0 - iResolution.xy) / iResolution.y * 0.5 - 0.5;
+ vec3 C = vec3(0.0);
+
+ for (float i = 1.0; i < 99.0; i++)
+ {
+ float j = i + 1.0;
+ vec2 q = p - vec2(sin(j + 1.0), sin(j + iTime)) / (sin(iTime - j / 8.0 + 9.0) + 1.0) * 0.1;
+ C += 0.01 / length(q * 99.0);
+ }
+
+ fragColor = vec4(C * 5.0, 0.0);
+ }
+
+ copyButtons
+ scrollVersionLink
root
root
3 months ago
Added ss.png
ss.png
root
root
3 months ago
Updated header.scroll
header.scroll
Changed around line 1
- buildHtml
- buildTxt
-
- metaTags
- gazetteCss
- homeButton
- viewSourceButton
- printTitle
- mediumColumns 1
+ buildHtml
+ buildTxt
+
+ metaTags
+ theme dark
+ homeButton
+ viewSourceButton
+ printTitle
+ mediumColumns 1
root
root
3 months ago
Updated index.scroll
index.scroll
Changed around line 3: title Shader Toy demo
- https://x.com/YoheiNishitsuji/status/1831958009867604002 beautiful tweet
+ https://x.com/YoheiNishitsuji/status/1839575714678423890 beautiful tweet
Changed around line 16: Go to https://www.shadertoy.com/new
- vec3 hsv(float h, float s, float v) {
- vec3 c = vec3(1.0 - abs(mod(h * 6.0, 2.0) - 1.0));
- vec3 rgb = mix(vec3(1.0), c, s);
- return v * rgb;
- }
-
-
- float iTime = iTime; // Use iTime for Shadertoy time tracking
- vec2 iResolution = iResolution.xy;
+ vec2 p = (fragCoord.xy * 2.0 - iResolution.xy) / iResolution.y * 0.5 - 0.5;
+ vec3 C = vec3(0.0);
- float i = 0.0, e, R, s;
- vec3 q, p;
- vec3 d = vec3(fragCoord.xy / iResolution * 0.6 + vec2(-0.3, 0.65), 1.0);
-
- for (q.zy--; i++ < 90.0;) {
- fragColor.rgb += hsv(0.3 - p.y, 0.5, min(e * s - q.z, R) / 9.0);
- s = 3.0;
- p = q += d * e * R * 0.2;
- p = vec3(log2(R = length(p)), exp(-p.z / R) + R, atan(p.y, p.x) * s);
-
- for (e = --p.y; s < 500.0; s += s)
- e += dot(sin(p.yzx * s - iTime), 0.9 + cos(p.yxy * s + iTime + iTime)) / s * 0.15;
+ for (float i = 1.0; i < 99.0; i++)
+ {
+ float j = i + 1.0;
+ vec2 q = p - vec2(sin(j + 1.0), sin(j + iTime)) / (sin(iTime - j / 8.0 + 9.0) + 1.0) * 0.1;
+ C += 0.01 / length(q * 99.0);
+
+ fragColor = vec4(C * 5.0, 0.0);
root
root
4 months ago
Updated index.scroll
index.scroll
Changed around line 1
- title Shader Toy demo
-
- header.scroll
-
- # Reproducing this beautiful tweet
- https://x.com/YoheiNishitsuji/status/1831958009867604002 beautiful tweet
-
- copyButtons
-
- image shadertoy.jpg
-
- # Step 1:
-
- Go to https://www.shadertoy.com/new
-
- # Step 2: Paste the below code in
-
- Then run!
-
- code
- vec3 hsv(float h, float s, float v) {
- vec3 c = vec3(1.0 - abs(mod(h * 6.0, 2.0) - 1.0));
- vec3 rgb = mix(vec3(1.0), c, s);
- return v * rgb;
- }
-
-
- void mainImage( out vec4 fragColor, in vec2 fragCoord )
- {
- float iTime = iTime; // Use iTime for Shadertoy time tracking
- vec2 iResolution = iResolution.xy;
-
- float i = 0.0, e, R, s;
- vec3 q, p;
- vec3 d = vec3(fragCoord.xy / iResolution * 0.6 + vec2(-0.3, 0.65), 1.0);
-
- for (q.zy--; i++ < 90.0;) {
- fragColor.rgb += hsv(0.3 - p.y, 0.5, min(e * s - q.z, R) / 9.0);
- s = 3.0;
- p = q += d * e * R * 0.2;
- p = vec3(log2(R = length(p)), exp(-p.z / R) + R, atan(p.y, p.x) * s);
-
- for (e = --p.y; s < 500.0; s += s)
- e += dot(sin(p.yzx * s - iTime), 0.9 + cos(p.yxy * s + iTime + iTime)) / s * 0.15;
- }
- }
-
- scrollVersionLink
+ title Shader Toy demo
+
+ header.scroll
+
+ # Reproducing this beautiful tweet
+ https://x.com/YoheiNishitsuji/status/1831958009867604002 beautiful tweet
+
+ image shadertoy.jpg
+
+ # Step 1:
+
+ Go to https://www.shadertoy.com/new
+
+ # Step 2: Paste the below code in
+
+ Then run!
+
+ code
+ vec3 hsv(float h, float s, float v) {
+ vec3 c = vec3(1.0 - abs(mod(h * 6.0, 2.0) - 1.0));
+ vec3 rgb = mix(vec3(1.0), c, s);
+ return v * rgb;
+ }
+
+
+ void mainImage( out vec4 fragColor, in vec2 fragCoord )
+ {
+ float iTime = iTime; // Use iTime for Shadertoy time tracking
+ vec2 iResolution = iResolution.xy;
+
+ float i = 0.0, e, R, s;
+ vec3 q, p;
+ vec3 d = vec3(fragCoord.xy / iResolution * 0.6 + vec2(-0.3, 0.65), 1.0);
+
+ for (q.zy--; i++ < 90.0;) {
+ fragColor.rgb += hsv(0.3 - p.y, 0.5, min(e * s - q.z, R) / 9.0);
+ s = 3.0;
+ p = q += d * e * R * 0.2;
+ p = vec3(log2(R = length(p)), exp(-p.z / R) + R, atan(p.y, p.x) * s);
+
+ for (e = --p.y; s < 500.0; s += s)
+ e += dot(sin(p.yzx * s - iTime), 0.9 + cos(p.yxy * s + iTime + iTime)) / s * 0.15;
+ }
+ }
+
+ copyButtons
+ scrollVersionLink
root
root
4 months ago
Updated index.scroll
index.scroll
Changed around line 2: title Shader Toy demo
+ # Reproducing this beautiful tweet
+ https://x.com/YoheiNishitsuji/status/1831958009867604002 beautiful tweet
+
root
root
4 months ago
Updated index.scroll
index.scroll
Changed around line 1
- title Hello world
-
- header.scroll
-
- copyButtons
-
- # Step 1:
-
- Go to https://www.shadertoy.com/new
-
- # Step 2: Paste the below code in
-
- Then run!
-
- code
- vec3 hsv(float h, float s, float v) {
- vec3 c = vec3(1.0 - abs(mod(h * 6.0, 2.0) - 1.0));
- vec3 rgb = mix(vec3(1.0), c, s);
- return v * rgb;
- }
-
-
- void mainImage( out vec4 fragColor, in vec2 fragCoord )
- {
- float iTime = iTime; // Use iTime for Shadertoy time tracking
- vec2 iResolution = iResolution.xy;
-
- float i = 0.0, e, R, s;
- vec3 q, p;
- vec3 d = vec3(fragCoord.xy / iResolution * 0.6 + vec2(-0.3, 0.65), 1.0);
-
- for (q.zy--; i++ < 90.0;) {
- fragColor.rgb += hsv(0.3 - p.y, 0.5, min(e * s - q.z, R) / 9.0);
- s = 3.0;
- p = q += d * e * R * 0.2;
- p = vec3(log2(R = length(p)), exp(-p.z / R) + R, atan(p.y, p.x) * s);
-
- for (e = --p.y; s < 500.0; s += s)
- e += dot(sin(p.yzx * s - iTime), 0.9 + cos(p.yxy * s + iTime + iTime)) / s * 0.15;
- }
- }
-
- scrollVersionLink
+ title Shader Toy demo
+
+ header.scroll
+
+ copyButtons
+
+ image shadertoy.jpg
+
+ # Step 1:
+
+ Go to https://www.shadertoy.com/new
+
+ # Step 2: Paste the below code in
+
+ Then run!
+
+ code
+ vec3 hsv(float h, float s, float v) {
+ vec3 c = vec3(1.0 - abs(mod(h * 6.0, 2.0) - 1.0));
+ vec3 rgb = mix(vec3(1.0), c, s);
+ return v * rgb;
+ }
+
+
+ void mainImage( out vec4 fragColor, in vec2 fragCoord )
+ {
+ float iTime = iTime; // Use iTime for Shadertoy time tracking
+ vec2 iResolution = iResolution.xy;
+
+ float i = 0.0, e, R, s;
+ vec3 q, p;
+ vec3 d = vec3(fragCoord.xy / iResolution * 0.6 + vec2(-0.3, 0.65), 1.0);
+
+ for (q.zy--; i++ < 90.0;) {
+ fragColor.rgb += hsv(0.3 - p.y, 0.5, min(e * s - q.z, R) / 9.0);
+ s = 3.0;
+ p = q += d * e * R * 0.2;
+ p = vec3(log2(R = length(p)), exp(-p.z / R) + R, atan(p.y, p.x) * s);
+
+ for (e = --p.y; s < 500.0; s += s)
+ e += dot(sin(p.yzx * s - iTime), 0.9 + cos(p.yxy * s + iTime + iTime)) / s * 0.15;
+ }
+ }
+
+ scrollVersionLink
root
root
4 months ago
Added shadertoy.jpg
shadertoy.jpg
root
root
4 months ago
Updated index.scroll
index.scroll
Changed around line 2: title Hello world
- Welcome to my folder.
+ copyButtons
+
+ # Step 1:
+
+ Go to https://www.shadertoy.com/new
+
+ # Step 2: Paste the below code in
+
+ Then run!
+
+ code
+ vec3 hsv(float h, float s, float v) {
+ vec3 c = vec3(1.0 - abs(mod(h * 6.0, 2.0) - 1.0));
+ vec3 rgb = mix(vec3(1.0), c, s);
+ return v * rgb;
+ }
+
+
+ void mainImage( out vec4 fragColor, in vec2 fragCoord )
+ {
+ float iTime = iTime; // Use iTime for Shadertoy time tracking
+ vec2 iResolution = iResolution.xy;
+
+ float i = 0.0, e, R, s;
+ vec3 q, p;
+ vec3 d = vec3(fragCoord.xy / iResolution * 0.6 + vec2(-0.3, 0.65), 1.0);
+
+ for (q.zy--; i++ < 90.0;) {
+ fragColor.rgb += hsv(0.3 - p.y, 0.5, min(e * s - q.z, R) / 9.0);
+ s = 3.0;
+ p = q += d * e * R * 0.2;
+ p = vec3(log2(R = length(p)), exp(-p.z / R) + R, atan(p.y, p.x) * s);
+
+ for (e = --p.y; s < 500.0; s += s)
+ e += dot(sin(p.yzx * s - iTime), 0.9 + cos(p.yxy * s + iTime + iTime)) / s * 0.15;
+ }
+ }