x.com/paulofalcao
mas.to/@paulofalcao
A Shadertoy in 1 minute 😁
A Shadertoy in 1 minute 😁
for(float i,z,d,s;i++<1e2;o+=vec4(z,1,s,1)/s/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a;p.z+=5.;a.x--;a=mix(dot(a,p)*a,p,sin(s-=t-z))+cos(s)*cross(a,p);for(d=1.;d++<9.;a+=sin(ceil(a*d)-t).yzx/d);s=sqrt(length(a.yz));z+=d=length(sin(a))*s/2e1;}o=tanh(o/5e3);
for(float i,z,d,s;i++<1e2;o+=vec4(z,1,s,1)/s/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a;p.z+=5.;a.x--;a=mix(dot(a,p)*a,p,sin(s-=t-z))+cos(s)*cross(a,p);for(d=1.;d++<9.;a+=sin(ceil(a*d)-t).yzx/d);s=sqrt(length(a.yz));z+=d=length(sin(a))*s/2e1;}o=tanh(o/5e3);
Made this for it shadertoy.com/view/3ffcWl
Made this for it shadertoy.com/view/3ffcWl
for(float i,z,d,s;i++<7e1;o+=vec4(z,2,s,1)/s/d)
{vec3 p=z*normalize(FC.rgb*2.-r.xyy),a;p.z+=9.;a=mix(dot(a-=.57,p)*a,p,cos(s-=t))-sin(s)*cross(a,p);s=sqrt(length(a.xz-a.y));
for(d=1.;d++<9.;a+=sin(a*d-t).yzx/d);z+=d=length(sin(a)+dot(a,a/a)*.2)*s/2e1;}
o=tanh(o/2e3);
for(float i,z,d,s;i++<7e1;o+=vec4(z,2,s,1)/s/d)
{vec3 p=z*normalize(FC.rgb*2.-r.xyy),a;p.z+=9.;a=mix(dot(a-=.57,p)*a,p,cos(s-=t))-sin(s)*cross(a,p);s=sqrt(length(a.xz-a.y));
for(d=1.;d++<9.;a+=sin(a*d-t).yzx/d);z+=d=length(sin(a)+dot(a,a/a)*.2)*s/2e1;}
o=tanh(o/2e3);
mrdoob.com/demoscene/
mrdoob.com/demoscene/
blog.selfshadow.com/publications...
blog.selfshadow.com/publications...
for(float i,z,d,f;i++<1e2;o+=vec4(3,1,d,z/f)/z){vec3 v=vec3(0,-2,7),p=z*normalize(FC.rgb*2.-r.xyx)+v,a=p;a.y*=.3;for(d=1.;d++<9.;)a-=.1*sin((a.zxy+t*v+d)*d)*p.y/d;z+=d=min(max(-p.y,length(a)-2.),f=.2+abs(length(a.xz-cos(a.zx*6.))+max(p.y/.1,-.6)))/8.;}o=tanh(o*o.a/1e3);
for(float i,z,d,f;i++<1e2;o+=vec4(3,1,d,z/f)/z){vec3 v=vec3(0,-2,7),p=z*normalize(FC.rgb*2.-r.xyx)+v,a=p;a.y*=.3;for(d=1.;d++<9.;)a-=.1*sin((a.zxy+t*v+d)*d)*p.y/d;z+=d=min(max(-p.y,length(a)-2.),f=.2+abs(length(a.xz-cos(a.zx*6.))+max(p.y/.1,-.6)))/8.;}o=tanh(o*o.a/1e3);
SDF rendering where 3D scenes are built through pure functional composition. There is no SDF function in the scene. Only main_image needs to change for every possible scene. Using SLANG
SDF rendering where 3D scenes are built through pure functional composition. There is no SDF function in the scene. Only main_image needs to change for every possible scene. Using SLANG