//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\\_
//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\\_
//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.);
//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.);
//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;}}}
//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;}}
#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;}}
#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;}}
#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));}}
#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));}}
soundcloud.com/juhasoderqvi...
soundcloud.com/juhasoderqvi...
song is mostly based on the Video game song:
Goldrunner
Composer: Rob Hubbard
Developer: Microdeal
Publishers: Microdeal
Release date: 1987 soundcloud.com/juhasoderqvi...
song is mostly based on the Video game song:
Goldrunner
Composer: Rob Hubbard
Developer: Microdeal
Publishers: Microdeal
Release date: 1987 soundcloud.com/juhasoderqvi...
soundcloud.com/juhasoderqvi...
soundcloud.com/juhasoderqvi...
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)
#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.);}
#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.);}
#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.);}
#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.);}
#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
#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