JUHAX GAMES
juhaxgames.bsky.social
JUHAX GAMES
@juhaxgames.bsky.social
software designer and artist. Inventor, investor and currently developing a morphological language to aims to become an universal language of logics, math and syntax. Hacker and demoscene artist.
SINGLE LINE #demoscene #shader #glsl, PASTE THIS ON: glslsandbox.com

//singleline-JUHAX GAMES CCO
#define _ precision lowp float;uniform float time;uniform vec2 resolution;void main(){vec2 p=(gl_FragCoord.xy/resolution.xy)*2.-1.;gl_FragColor=(24.*p.y*1./137.)*vec4(8.,8.9,98.,99.);}
_//one liner\\_
February 9, 2025 at 12:59 AM
one track with basedrum hihat snare,duck delay on basedr and ON only on snare positions, this is a modern version of the classic amiga 040 020 010 delay, delay/reverb at snare pos 0 basedr 2 hihat 4 snare (delay 4,5,6,7) off at 8 basedr.. a b c set to 0, send to delays on off #renoise #daw #amiga
January 13, 2025 at 10:04 AM
Renoise formula to create some effect to snare Beat tempo with modulus,shorter and longer amount of reverb odd even but all snare get amount while every seconds get a longer. Formula and reverb to track, in formula sliders a b c to zero dest:reverb : roomsize #renoise #formula #trackers #demoscene
January 11, 2025 at 10:14 AM
in the Air tonight by Phil Collins drums (tape echo) renoise formula that creates and amount multitap delay at snare pos do cut and raise, it send amount (source in multi tap) also SLIDER A can be any val starting point of the lowest amount, i prefer 0 so it cut to zero #renoise #daw #demoscene
January 11, 2025 at 9:45 AM
shader code with just 3 lines of defines. #glsl #demoscene #define #void #gamedev
December 25, 2024 at 4:22 PM
this does nice cutoff to nexus vst, can be any, pro tip !
-- renoise sinus by juhaxgames
function ppp(inx)
inx=sin(TICK*0.1)
inx=cos(int*-0.5)
return inx
y=1*A*ppp(A)
#demoscene #renoise #trackers #80s #lua #indiedev
December 6, 2024 at 3:15 AM
2021 procedural floor spawning #gamedev #indiedev #demoscene #glsl #gml
December 6, 2024 at 2:38 AM
2023 trying to create motley crue dr feelgood cover, i did not become same but still something. #gamedev #demoscene #drfeelgood #motleycrue #glsl
December 6, 2024 at 1:35 AM
more of 2023 screenshot of glsl code. #gamedev #glsl #demoscene #todo
December 6, 2024 at 1:12 AM
Mandelbrot satellite 2023. I took a screenshot, i need to find the code, where is the source code, need to find in the organized mess #todo #gamedev #glsl #demoscene #optimized
December 6, 2024 at 1:10 AM
Hill n sky, 1 line shader, 165chars #demoscene #gamedev #glsl #80s
//hill n sky - juhax games CC0
vec2 u=gl_FragCoord.xy/resolution.xy;vec3 c=vec3(0.);if(u.y>.5+sin(5.*(u.x+1.5))*0.1){c+=vec3(0.,.3,u.y*1.);}else{c+=vec3(u.y*1.,.8,u.y*.5);}gl_FragColor=vec4(c,1.);
December 2, 2024 at 11:47 PM
1 line retro star bg - optimized 166 chars #glsl #gamedev #amiga #demoscene #80s #code
//retro star bg - CC0 by juhax games
void main(){vec2 c=gl_FragCoord.xy;{if(mod(c.x*c.y,330.)<=2.&&sin(c.x)>.5){vec4 cc=vec4(.5*vec3(sin((c.y)*c.x*.1)),1.);gl_FragColor=vec4(1.,0.2,c.y*.5,1.)*cc.raga;}}}
December 2, 2024 at 10:44 PM
retro dithered rasters #c64 #demoscene #gamedev #glsl #dos #vga #amiga
//1 line shader code
//retro dithered rasters - CC0 by juhax games
void main(){if(mod(gl_FragCoord.y*gl_FragCoord.x,2.)<=1.5){vec4 col=vec4(.7*vec3(sin(gl_FragCoord.y*.1)),1.);gl_FragColor=vec4(gl_FragCoord.y*1.,1.,0.,1.)*col;}}
December 2, 2024 at 9:58 PM
1 line shader-145chars
#glsl #gamedev #demoscene
//dotted raster blocks - CC0 by juhax games
void main(){if(mod(gl_FragCoord.y*gl_FragCoord.x,2.)<=1.){vec4 col=vec4(.5*vec3(sin(gl_FragCoord.y*.1)),1.);gl_FragColor=vec4(1.,1.,0.,1.)*col;}}
December 2, 2024 at 9:47 PM
star bg shader-1Line-207Chars
#gamedev #demoscene #glsl
//CC0 public domain by JUHAX GAMES
void main(){if(mod(gl_FragCoord.y*gl_FragCoord.x,252.)<=gl_FragCoord.y*0.0125){vec4 col=vec4(200.*sin(gl_FragCoord.x*.65));if(col.r>0.2)gl_FragColor=.75*vec4(1.2,.73,.9,1.)*sin(gl_FragCoord.y*sin(.1*col));}}
December 2, 2024 at 9:25 PM
Winter Games subtune4 1985 (C64) (minimalistic version, only one sample,3 channels) #c64 #retrogaming #wintergames #commodore #year1985 #retro

soundcloud.com/juhasoderqvi...
November 28, 2024 at 9:44 PM
#car #cats #demoscene #c64 #amiga #atari #vgm #retrocomputing

song is mostly based on the Video game song:
Goldrunner
Composer: Rob Hubbard
Developer: Microdeal
Publishers: Microdeal
Release date: 1987 soundcloud.com/juhasoderqvi...
November 28, 2024 at 9:05 PM
November 28, 2024 at 9:00 PM
November 28, 2024 at 8:52 PM
Cats in space, i made this song called goto space 138. Featuring my cat simpson.
#cat #cats #trance #music #gamedev #kitten

soundcloud.com/juhasoderqvi...
November 28, 2024 at 8:43 PM
My version of this classic, some piano and strings to make it a bit more "light" also did some various elements on the different parts, no mastering actually since i liked it already in this version3.0 #music #toccata #cats #retro

soundcloud.com/juhasoderqvi...
November 28, 2024 at 8:38 PM
glsl code in plain notepad. 200lines. #glsl #notepad
RED=apple
GREEN=microsoft
BLUE=nvidia
stock prices for the last 16 years( year 2008-2023)
The one with the dot and line, the more progress (chg of value) it produces a longer like a tail (which can be interpreted as change of price/change/speed)
November 28, 2024 at 9:30 AM
1line shader glslsandbox.com
#glsl #gamedev
precision lowp float;uniform vec2 resolution;void main(){vec2 _;float w=1.;vec2 z=resolution;_=gl_FragCoord.rg/z.rg*vec2(8.,4.);float y=fract(sin(_.r+w)+fract(_.y));if(w>2.);gl_FragColor=vec4(0.,y*.4,.9,1.);}
November 28, 2024 at 9:06 AM
1line shader for glslsandbox.com
#glsl #gamedev
precision lowp float;uniform float time;uniform vec2 resolution;void main(){gl_FragColor=vec4(1.,0.,0.,1.)*vec4(vec3(sin((gl_FragCoord.x/resolution.y)*-2./distance((gl_FragCoord.yx/resolution.yx),vec2(.5))+time*2.)*(time)),1.);}
November 28, 2024 at 8:34 AM
2 Line shader for glslsandbox.com
#gamedev #glsl

#define _ gl_FragColor=vec4(vec3(sin((gl_FragCoord.x/resolution.y)*3.1415/distance((gl_FragCoord.yx/resolution.yx),vec2(0.5,0.99))+time*2.)*1.*(time)),1.);

precision highp float; uniform float time;uniform vec2 resolution;void main(){_}//two liner
November 28, 2024 at 8:26 AM