Browse files- .gitattributes +2 -0
- 𑁍/🞉𑁍🞉/YOTЯƎᗡAHƧ.🞉𑁍🞉.SHADERTOY +250 -0
- 𑁍/🞉𑁍🞉/Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE +176 -0
- 𑁍/🞉𑁍🞉/Ƨ⅃ЯU.Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE.URLS +17 -0
- 𑁍/🞉𑁍🞉/ИOƧᒐ.YOTЯƎᗡAHƧ.🞉𑁍🞉.SHADERTOY.JSON +34 -0
- 𑁍/🞉𑁍🞉/ꓨИꟼ.𒋲.·⠿⸭⠿⸭⠿·.·..ꟻ⅃OꓨƎᗡOϽ.Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE.CODEGOLF..·.·⠿⸭⠿⸭⠿·.𒋲.PNG +3 -0
- 𑁍/🞉𑁍🞉/ꓨИꟼ.𒋲.·⠿⸭⠿⸭⠿·.⋮⁘꞉⁘⋮..ꟻ⅃OꓨƎᗡOϽ.Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE.CODEGOLF..⋮⁘꞉⁘⋮.·⠿⸭⠿⸭⠿·.𒋲.PNG +3 -0
- 𑁍/🞉𑁍🞉/ꟻ⅃OꓨƎᗡOϽ.Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE.CODEGOLF +140 -0
.gitattributes
CHANGED
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@@ -91,3 +91,5 @@
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| 91 |
𑁍/🟗𑁍🟗/ꓨИꟼ.✢.𔗢 ·ⵔ·꞉·ⵔ· ⠿ꔹ⠿ ❋𑗋❋ 🟗𑁍🟗 ᯽ ᯽ 🟗𑁍🟗 ❋𑗋❋ ⠿ꔹ⠿ ·ⵔ·꞉·ⵔ· 𔗢.✢.PNG filter=lfs diff=lfs merge=lfs -text
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| 92 |
𑁍/𖤞/𑪽ߖ.XHꓨ.𔗢✺𔗢𑁍𔗢✺𔗢᯽𔗢✺𔗢𑁍𔗢✺𔗢 𔗢✺𔗢𑁍𔗢✺𔗢᯽𔗢✺𔗢𑁍𔗢✺𔗢.GHX.7Z filter=lfs diff=lfs merge=lfs -text
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| 93 |
𖡼/🕸️🌐︎🕸️/✉/🔆/𖢒/⚙/💠𖡗𖡹𐫰⚪𔗢✺𖡼⯎⯌𐃏🟗𑁍🝱𖡽⩩𖥕᯽᪣𖦸 𖦸᪣᯽𖥕⩩𖡽🝱𑁍🟗𐃏⯌⯎𖡼✺𔗢⚪𐫰𖡹𖡗💠/⊚/ꟼI𑪽.✉.💠𖡗𖡹𐫰⚪𔗢✺𖡼⯎⯌𐃏🟗𑁍🝱𖡽⩩𖥕᯽᪣𖦸 𖦸᪣᯽𖥕⩩𖡽🝱𑁍🟗𐃏⯌⯎𖡼✺𔗢⚪𐫰𖡹𖡗💠.✉.ZIP filter=lfs diff=lfs merge=lfs -text
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| 91 |
𑁍/🟗𑁍🟗/ꓨИꟼ.✢.𔗢 ·ⵔ·꞉·ⵔ· ⠿ꔹ⠿ ❋𑗋❋ 🟗𑁍🟗 ᯽ ᯽ 🟗𑁍🟗 ❋𑗋❋ ⠿ꔹ⠿ ·ⵔ·꞉·ⵔ· 𔗢.✢.PNG filter=lfs diff=lfs merge=lfs -text
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| 92 |
𑁍/𖤞/𑪽ߖ.XHꓨ.𔗢✺𔗢𑁍𔗢✺𔗢᯽𔗢✺𔗢𑁍𔗢✺𔗢 𔗢✺𔗢𑁍𔗢✺𔗢᯽𔗢✺𔗢𑁍𔗢✺𔗢.GHX.7Z filter=lfs diff=lfs merge=lfs -text
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| 93 |
𖡼/🕸️🌐︎🕸️/✉/🔆/𖢒/⚙/💠𖡗𖡹𐫰⚪𔗢✺𖡼⯎⯌𐃏🟗𑁍🝱𖡽⩩𖥕᯽᪣𖦸 𖦸᪣᯽𖥕⩩𖡽🝱𑁍🟗𐃏⯌⯎𖡼✺𔗢⚪𐫰𖡹𖡗💠/⊚/ꟼI𑪽.✉.💠𖡗𖡹𐫰⚪𔗢✺𖡼⯎⯌𐃏🟗𑁍🝱𖡽⩩𖥕᯽᪣𖦸 𖦸᪣᯽𖥕⩩𖡽🝱𑁍🟗𐃏⯌⯎𖡼✺𔗢⚪𐫰𖡹𖡗💠.✉.ZIP filter=lfs diff=lfs merge=lfs -text
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𑁍/🞉𑁍🞉/ꓨИꟼ.𒋲.·⠿⸭⠿⸭⠿·.·..ꟻ⅃OꓨƎᗡOϽ.Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE.CODEGOLF..·.·⠿⸭⠿⸭⠿·.𒋲.PNG filter=lfs diff=lfs merge=lfs -text
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𑁍/🞉𑁍🞉/ꓨИꟼ.𒋲.·⠿⸭⠿⸭⠿·.⋮⁘꞉⁘⋮..ꟻ⅃OꓨƎᗡOϽ.Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE.CODEGOLF..⋮⁘꞉⁘⋮.·⠿⸭⠿⸭⠿·.𒋲.PNG filter=lfs diff=lfs merge=lfs -text
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𑁍/🞉𑁍🞉/YOTЯƎᗡAHƧ.🞉𑁍🞉.SHADERTOY
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| 1 |
+
/*
|
| 2 |
+
Created by soma_arc, Kazushi Ahara - 2015
|
| 3 |
+
This work is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported.
|
| 4 |
+
*/
|
| 5 |
+
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| 6 |
+
// from Syntopia http://blog.hvidtfeldts.net/index.php/2015/01/path-tracing-3d-fractals/
|
| 7 |
+
vec2 rand2n(vec2 co, float sampleIndex) {
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| 8 |
+
vec2 seed = co * (sampleIndex + 1.0);
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| 9 |
+
seed+=vec2(-1,1);
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| 10 |
+
// implementation based on: lumina.sourceforge.net/Tutorials/Noise.html
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| 11 |
+
return vec2(fract(sin(dot(seed.xy ,vec2(12.9898,78.233))) * 43758.5453*0.),/*1.*/
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| 12 |
+
fract(cos(dot(seed.xy ,vec2(4.898,7.23))) * 23421.631*0.));/*1.*/
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| 13 |
+
}
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| 14 |
+
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| 15 |
+
|
| 16 |
+
|
| 17 |
+
/*
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| 18 |
+
⠀
|
| 19 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 20 |
+
◦୦◦◯◦୦◦⠀ ⠀◦୦◦◯◦୦◦
|
| 21 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 22 |
+
𔗢᯽𔗢 𔗢᯽𔗢
|
| 23 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 24 |
+
◦୦◦◯◦୦◦⠀ ⠀◦୦◦◯◦୦◦
|
| 25 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
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| 26 |
+
⠀
|
| 27 |
+
*/
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| 28 |
+
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| 29 |
+
|
| 30 |
+
|
| 31 |
+
/* ·⊹· */
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| 32 |
+
const vec2 C01P = vec2(0.,(1.+1./sqrt(2.)));
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| 33 |
+
const float C01R = (1./2.+sqrt(2.)/2.);
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| 34 |
+
|
| 35 |
+
const vec2 C02P = vec2(0.,-(1.+1./sqrt(2.)));
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| 36 |
+
const float C02R = (1./2.+sqrt(2.)/2.);
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| 37 |
+
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| 38 |
+
const vec2 C03P = vec2((1.+1./sqrt(2.)),0.);
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| 39 |
+
const float C03R = (1./2.+sqrt(2.)/2.);
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| 40 |
+
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| 41 |
+
const vec2 C04P = vec2(-(1.+1./sqrt(2.)),0.);
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| 42 |
+
const float C04R = (1./2.+sqrt(2.)/2.);
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| 43 |
+
/* ·⊹· */
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| 44 |
+
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| 45 |
+
/* ꞉⊹꞉ */
|
| 46 |
+
const vec2 C001P = vec2((1./(3.*sqrt(2.)-2.)),(1./(3.*sqrt(2.)-2.)));
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| 47 |
+
const float C001R = sqrt(2.)/7.-1./14.;
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| 48 |
+
|
| 49 |
+
const vec2 C002P = vec2(-(1./(3.*sqrt(2.)-2.)),-(1./(3.*sqrt(2.)-2.)));
|
| 50 |
+
const float C002R = sqrt(2.)/7.-1./14.;
|
| 51 |
+
|
| 52 |
+
const vec2 C003P = vec2((1./(3.*sqrt(2.)-2.)),-(1./(3.*sqrt(2.)-2.)));
|
| 53 |
+
const float C003R = sqrt(2.)/7.-1./14.;
|
| 54 |
+
|
| 55 |
+
const vec2 C004P = vec2(-(1./(3.*sqrt(2.)-2.)),(1./(3.*sqrt(2.)-2.)));
|
| 56 |
+
const float C004R = sqrt(2.)/7.-1./14.;
|
| 57 |
+
/* ꞉⊹꞉ */
|
| 58 |
+
|
| 59 |
+
|
| 60 |
+
|
| 61 |
+
const vec2 C0P = vec2(0.,0.);
|
| 62 |
+
const float C0R = .5*(3.-sqrt(8.));
|
| 63 |
+
|
| 64 |
+
|
| 65 |
+
|
| 66 |
+
/* ⵔ */
|
| 67 |
+
const vec2 C1P = vec2(0.,0.);
|
| 68 |
+
const float C1R = .5*(3.-sqrt(8.))/(3.-sqrt(8.));
|
| 69 |
+
|
| 70 |
+
const vec2 C2P = vec2(0.,.5*(2.-sqrt(2.)));
|
| 71 |
+
const float C2R = .5*(sqrt(2.)-1.);
|
| 72 |
+
|
| 73 |
+
const vec2 C3P = vec2(0.,.5*-(2.-sqrt(2.)));
|
| 74 |
+
const float C3R = .5*(sqrt(2.)-1.);
|
| 75 |
+
|
| 76 |
+
const vec2 C4P = vec2(.5*-(2.-sqrt(2.)),0.);
|
| 77 |
+
const float C4R = .5*(sqrt(2.)-1.);
|
| 78 |
+
|
| 79 |
+
const vec2 C5P = vec2(.5*(2.-sqrt(2.)),0.);
|
| 80 |
+
const float C5R = .5*(sqrt(2.)-1.);
|
| 81 |
+
/* ⵔ */
|
| 82 |
+
|
| 83 |
+
|
| 84 |
+
/* · */
|
| 85 |
+
const vec2 C6P = vec2((1./(3.*sqrt(2.)-2.)),(1./(3.*sqrt(2.)-2.)));
|
| 86 |
+
const float C6R = (sqrt(2.)/7.-1./14.);
|
| 87 |
+
|
| 88 |
+
const vec2 C7P = vec2(-(1./(3.*sqrt(2.)-2.)),-(1./(3.*sqrt(2.)-2.)));
|
| 89 |
+
const float C7R = (sqrt(2.)/7.-1./14.);
|
| 90 |
+
|
| 91 |
+
const vec2 C8P = vec2((1./(3.*sqrt(2.)-2.)),-(1./(3.*sqrt(2.)-2.)));
|
| 92 |
+
const float C8R = (sqrt(2.)/7.-1./14.);
|
| 93 |
+
|
| 94 |
+
const vec2 C9P = vec2(-(1./(3.*sqrt(2.)-2.)),(1./(3.*sqrt(2.)-2.)));
|
| 95 |
+
const float C9R = (sqrt(2.)/7.-1./14.);
|
| 96 |
+
/* · */
|
| 97 |
+
|
| 98 |
+
vec2 circleInverse(vec2 pos, vec2 circlePos, float circleR){
|
| 99 |
+
return ((pos - circlePos) * circleR * circleR)/(length(pos - circlePos) * length(pos - circlePos) ) + circlePos;
|
| 100 |
+
}
|
| 101 |
+
|
| 102 |
+
|
| 103 |
+
|
| 104 |
+
const int ITERATIONS =19683;
|
| 105 |
+
|
| 106 |
+
|
| 107 |
+
|
| 108 |
+
float IIS(vec2 pos){
|
| 109 |
+
float loopNum = 0.;
|
| 110 |
+
bool cont = false;
|
| 111 |
+
for(int i = 0 ; i < ITERATIONS ; i++){
|
| 112 |
+
cont = false;
|
| 113 |
+
|
| 114 |
+
//if(distance(pos, C0P) < C0R){
|
| 115 |
+
//pos = circleInverse(pos, C0P, C0R);
|
| 116 |
+
//cont = true;
|
| 117 |
+
//loopNum++;
|
| 118 |
+
|
| 119 |
+
if(distance(pos, C01P) < C01R){
|
| 120 |
+
pos = circleInverse(pos, C01P, C01R);
|
| 121 |
+
cont = true;
|
| 122 |
+
loopNum++;
|
| 123 |
+
|
| 124 |
+
}else if(distance(pos, C02P) < C02R){
|
| 125 |
+
pos = circleInverse(pos, C02P, C02R);
|
| 126 |
+
cont = true;
|
| 127 |
+
loopNum++;
|
| 128 |
+
|
| 129 |
+
}else if(distance(pos, C03P) < C03R){
|
| 130 |
+
pos = circleInverse(pos, C03P, C03R);
|
| 131 |
+
cont = true;
|
| 132 |
+
loopNum++;
|
| 133 |
+
|
| 134 |
+
}else if(distance(pos, C04P) < C04R){
|
| 135 |
+
pos = circleInverse(pos, C04P, C04R);
|
| 136 |
+
cont = true;
|
| 137 |
+
loopNum++;
|
| 138 |
+
|
| 139 |
+
|
| 140 |
+
//}else if(distance(pos, C001P) < C001R){
|
| 141 |
+
//pos = circleInverse(pos, C001P, C001R);
|
| 142 |
+
//cont = true;
|
| 143 |
+
//loopNum++;
|
| 144 |
+
|
| 145 |
+
//}else if(distance(pos, C002P) < C002R){
|
| 146 |
+
//pos = circleInverse(pos, C002P, C002R);
|
| 147 |
+
//cont = true;
|
| 148 |
+
//loopNum++;
|
| 149 |
+
|
| 150 |
+
//}else if(distance(pos, C003P) < C003R){
|
| 151 |
+
//pos = circleInverse(pos, C003P, C003R);
|
| 152 |
+
//cont = true;
|
| 153 |
+
//loopNum++;
|
| 154 |
+
|
| 155 |
+
//}else if(distance(pos, C004P) < C004R){
|
| 156 |
+
//pos = circleInverse(pos, C004P, C004R);
|
| 157 |
+
//cont = true;
|
| 158 |
+
//loopNum++;
|
| 159 |
+
|
| 160 |
+
|
| 161 |
+
|
| 162 |
+
}else if(distance(pos, C1P) < C1R){
|
| 163 |
+
pos = circleInverse(pos, C1P, C1R);
|
| 164 |
+
cont = true;
|
| 165 |
+
loopNum++;
|
| 166 |
+
//}else if(distance(pos, C2P) < C2R){
|
| 167 |
+
//pos = circleInverse(pos, C2P, C2R);
|
| 168 |
+
//cont = true;
|
| 169 |
+
//loopNum++;
|
| 170 |
+
//}else if(distance(pos, C3P) < C3R){
|
| 171 |
+
//pos = circleInverse(pos, C3P, C3R);
|
| 172 |
+
//cont = true;
|
| 173 |
+
//loopNum++;
|
| 174 |
+
//}else if(distance(pos, C4P) < C4R){
|
| 175 |
+
//pos = circleInverse(pos, C4P, C4R);
|
| 176 |
+
//cont = true;
|
| 177 |
+
//loopNum++;
|
| 178 |
+
//}else if(distance(pos, C5P) < C5R){
|
| 179 |
+
//pos = circleInverse(pos, C5P, C5R);
|
| 180 |
+
//cont = true;
|
| 181 |
+
//loopNum++;
|
| 182 |
+
|
| 183 |
+
|
| 184 |
+
|
| 185 |
+
}else if(distance(pos, C6P) < C6R){
|
| 186 |
+
pos = circleInverse(pos, C6P, C6R);
|
| 187 |
+
cont = true;
|
| 188 |
+
loopNum++;
|
| 189 |
+
|
| 190 |
+
}else if(distance(pos, C7P) < C7R){
|
| 191 |
+
pos = circleInverse(pos, C7P, C7R);
|
| 192 |
+
cont = true;
|
| 193 |
+
loopNum++;
|
| 194 |
+
|
| 195 |
+
}else if(distance(pos, C8P) < C8R){
|
| 196 |
+
pos = circleInverse(pos, C8P, C8R);
|
| 197 |
+
cont = true;
|
| 198 |
+
loopNum++;
|
| 199 |
+
|
| 200 |
+
}else if(distance(pos, C9P) < C9R){
|
| 201 |
+
pos = circleInverse(pos, C9P, C9R);
|
| 202 |
+
cont = true;
|
| 203 |
+
loopNum++;
|
| 204 |
+
|
| 205 |
+
|
| 206 |
+
|
| 207 |
+
}
|
| 208 |
+
if(cont == false) break;
|
| 209 |
+
}
|
| 210 |
+
|
| 211 |
+
return loopNum;
|
| 212 |
+
}
|
| 213 |
+
|
| 214 |
+
vec3 hsv2rgb(vec3 c)
|
| 215 |
+
{
|
| 216 |
+
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
| 217 |
+
vec3 p = abs(fract(c.xxx + K.xyz) * 2. - K.www);
|
| 218 |
+
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
| 219 |
+
}
|
| 220 |
+
|
| 221 |
+
|
| 222 |
+
const float SAMPLE_NUM =1.;/*243*/
|
| 223 |
+
void mainImage( out vec4 fragColor, in vec2 fragCoord ){
|
| 224 |
+
vec3 sum = vec3(0);
|
| 225 |
+
float ratio = iResolution.x / iResolution.y / 2.0;
|
| 226 |
+
|
| 227 |
+
|
| 228 |
+
for(float i = 0. ; i < SAMPLE_NUM ; i++){
|
| 229 |
+
vec2 position = ((fragCoord.xy + rand2n(fragCoord.xy, i)) / iResolution.yy) - vec2(ratio, 0.5);
|
| 230 |
+
|
| 231 |
+
|
| 232 |
+
position *= 1.;
|
| 233 |
+
|
| 234 |
+
|
| 235 |
+
if (distance(position, vec2(0.0)) > .5) {
|
| 236 |
+
sum += vec3(1.0);
|
| 237 |
+
continue;
|
| 238 |
+
}
|
| 239 |
+
// -----------------------------------
|
| 240 |
+
|
| 241 |
+
float loopNum = IIS(position);
|
| 242 |
+
if (loopNum > 0.) {
|
| 243 |
+
sum += vec3(mod(floor(1.-loopNum), 2.));
|
| 244 |
+
/*sum += hsv2rgb(vec3(0.0 * iTime / 1.0 + .5 * loopNum, 1.,1.));*/
|
| 245 |
+
} else {
|
| 246 |
+
sum += vec3(0.,.958,.487);
|
| 247 |
+
}
|
| 248 |
+
}
|
| 249 |
+
fragColor = vec4(sum / SAMPLE_NUM, 1.0);
|
| 250 |
+
}
|
𑁍/🞉𑁍🞉/Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE
ADDED
|
@@ -0,0 +1,176 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
precision highp float;
|
| 2 |
+
precision highp int;
|
| 3 |
+
|
| 4 |
+
uniform vec2 resolution;
|
| 5 |
+
uniform vec2 mouse;
|
| 6 |
+
uniform float time;
|
| 7 |
+
|
| 8 |
+
/*
|
| 9 |
+
Created by soma_arc, Kazushi Ahara - 2015
|
| 10 |
+
This work is licensed under Creative Commons
|
| 11 |
+
Attribution-NonCommercial-ShareAlike 3.0 Unported.
|
| 12 |
+
|
| 13 |
+
Original source:
|
| 14 |
+
https://blog.hvidtfeldts.net/index.php/2015/01/path-tracing-3d-fractals/
|
| 15 |
+
*/
|
| 16 |
+
|
| 17 |
+
vec2 rand2n(vec2 co, float sampleIndex)
|
| 18 |
+
{vec2 seed = co * (sampleIndex + 1.0);seed += vec2(-1.0, 1.0);return vec2(
|
| 19 |
+
fract(sin(dot(seed.xy,vec2(12.9898, 78.233))) * 43758.5453*0.),/*1.*/
|
| 20 |
+
fract(cos(dot(seed.xy,vec2(4.898, 7.23))) * 23421.631*0.));}/*1.*/
|
| 21 |
+
|
| 22 |
+
|
| 23 |
+
|
| 24 |
+
/*
|
| 25 |
+
⠀
|
| 26 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 27 |
+
◦୦◦◯◦୦◦⠀ ⠀◦୦◦◯◦୦◦
|
| 28 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 29 |
+
𔗢᯽𔗢 𔗢᯽𔗢
|
| 30 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 31 |
+
◦୦◦◯◦୦◦⠀ ⠀◦୦◦◯◦୦◦
|
| 32 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 33 |
+
⠀
|
| 34 |
+
*/
|
| 35 |
+
|
| 36 |
+
|
| 37 |
+
|
| 38 |
+
/* ·⊹· */
|
| 39 |
+
const vec2 C01P = vec2(0.,(1.+1./sqrt(2.)));
|
| 40 |
+
const float C01R = (1./2.+sqrt(2.)/2.);
|
| 41 |
+
|
| 42 |
+
const vec2 C02P = vec2(0.,-(1.+1./sqrt(2.)));
|
| 43 |
+
const float C02R = (1./2.+sqrt(2.)/2.);
|
| 44 |
+
|
| 45 |
+
const vec2 C03P = vec2((1.+1./sqrt(2.)),0.);
|
| 46 |
+
const float C03R = (1./2.+sqrt(2.)/2.);
|
| 47 |
+
|
| 48 |
+
const vec2 C04P = vec2(-(1.+1./sqrt(2.)),0.);
|
| 49 |
+
const float C04R = (1./2.+sqrt(2.)/2.);
|
| 50 |
+
/* ·⊹· */
|
| 51 |
+
|
| 52 |
+
/* ꞉⊹꞉ */
|
| 53 |
+
const vec2 C001P = vec2((1./(3.*sqrt(2.)-2.)),(1./(3.*sqrt(2.)-2.)));
|
| 54 |
+
const float C001R = sqrt(2.)/7.-1./14.;
|
| 55 |
+
|
| 56 |
+
const vec2 C002P = vec2(-(1./(3.*sqrt(2.)-2.)),-(1./(3.*sqrt(2.)-2.)));
|
| 57 |
+
const float C002R = sqrt(2.)/7.-1./14.;
|
| 58 |
+
|
| 59 |
+
const vec2 C003P = vec2((1./(3.*sqrt(2.)-2.)),-(1./(3.*sqrt(2.)-2.)));
|
| 60 |
+
const float C003R = sqrt(2.)/7.-1./14.;
|
| 61 |
+
|
| 62 |
+
const vec2 C004P = vec2(-(1./(3.*sqrt(2.)-2.)),(1./(3.*sqrt(2.)-2.)));
|
| 63 |
+
const float C004R = sqrt(2.)/7.-1./14.;
|
| 64 |
+
/* ꞉⊹꞉ */
|
| 65 |
+
|
| 66 |
+
|
| 67 |
+
const vec2 C0P = vec2(0.,0.);
|
| 68 |
+
const float C0R = .5*(3.-sqrt(8.));
|
| 69 |
+
|
| 70 |
+
|
| 71 |
+
/* ⵔ */
|
| 72 |
+
const vec2 C1P = vec2(0.,0.);
|
| 73 |
+
const float C1R = .5*(3.-sqrt(8.))/(3.-sqrt(8.));
|
| 74 |
+
|
| 75 |
+
const vec2 C2P = vec2(0.,.5*(2.-sqrt(2.)));
|
| 76 |
+
const float C2R = .5*(sqrt(2.)-1.);
|
| 77 |
+
|
| 78 |
+
const vec2 C3P = vec2(0.,.5*-(2.-sqrt(2.)));
|
| 79 |
+
const float C3R = .5*(sqrt(2.)-1.);
|
| 80 |
+
|
| 81 |
+
const vec2 C4P = vec2(.5*-(2.-sqrt(2.)),0.);
|
| 82 |
+
const float C4R = .5*(sqrt(2.)-1.);
|
| 83 |
+
|
| 84 |
+
const vec2 C5P = vec2(.5*(2.-sqrt(2.)),0.);
|
| 85 |
+
const float C5R = .5*(sqrt(2.)-1.);
|
| 86 |
+
/* ⵔ */
|
| 87 |
+
|
| 88 |
+
|
| 89 |
+
/* · */
|
| 90 |
+
const vec2 C6P = vec2((1./(3.*sqrt(2.)-2.)),(1./(3.*sqrt(2.)-2.)));
|
| 91 |
+
const float C6R = (sqrt(2.)/7.-1./14.);
|
| 92 |
+
|
| 93 |
+
const vec2 C7P = vec2(-(1./(3.*sqrt(2.)-2.)),-(1./(3.*sqrt(2.)-2.)));
|
| 94 |
+
const float C7R = (sqrt(2.)/7.-1./14.);
|
| 95 |
+
|
| 96 |
+
const vec2 C8P = vec2((1./(3.*sqrt(2.)-2.)),-(1./(3.*sqrt(2.)-2.)));
|
| 97 |
+
const float C8R = (sqrt(2.)/7.-1./14.);
|
| 98 |
+
|
| 99 |
+
const vec2 C9P = vec2(-(1./(3.*sqrt(2.)-2.)),(1./(3.*sqrt(2.)-2.)));
|
| 100 |
+
const float C9R = (sqrt(2.)/7.-1./14.);
|
| 101 |
+
/* · */
|
| 102 |
+
|
| 103 |
+
|
| 104 |
+
vec2 circleInverse(vec2 pos,vec2 circlePos,float circleR){vec2 d = pos - circlePos;return d* circleR* circleR/ dot(d, d)+ circlePos;}
|
| 105 |
+
|
| 106 |
+
|
| 107 |
+
const int ITERATIONS = 19683;
|
| 108 |
+
|
| 109 |
+
float IIS(vec2 pos)
|
| 110 |
+
{
|
| 111 |
+
float loopNum = 0.0;
|
| 112 |
+
|
| 113 |
+
bool cont = false;
|
| 114 |
+
|
| 115 |
+
for (int i = 0; i < ITERATIONS; i++){cont = false;
|
| 116 |
+
|
| 117 |
+
/*
|
| 118 |
+
if (distance(pos, C0P) < C0R){pos = circleInverse(pos,C0P,C0R);cont = true;loopNum++;}
|
| 119 |
+
*/
|
| 120 |
+
|
| 121 |
+
|
| 122 |
+
if (distance(pos, C01P) < C01R){pos = circleInverse(pos,C01P,C01R);cont = true;loopNum++;}
|
| 123 |
+
else if (distance(pos, C02P) < C02R){pos = circleInverse(pos,C02P,C02R);cont = true;loopNum++;}
|
| 124 |
+
else if (distance(pos, C03P) < C03R){pos = circleInverse(pos,C03P,C03R);cont = true;loopNum++;}
|
| 125 |
+
else if (distance(pos, C04P) < C04R){pos = circleInverse(pos,C04P,C04R);cont = true;loopNum++;}
|
| 126 |
+
|
| 127 |
+
/*
|
| 128 |
+
else if (distance(pos, C001P) < C001R){pos = circleInverse(pos,C001P,C001R);cont = true;loopNum++;}
|
| 129 |
+
else if (distance(pos, C002P) < C002R){pos = circleInverse(pos,C002P,C002R);cont = true;loopNum++;}
|
| 130 |
+
else if (distance(pos, C003P) < C003R){pos = circleInverse(pos,C003P,C003R);cont = true;loopNum++;}
|
| 131 |
+
else if (distance(pos, C004P) < C004R){pos = circleInverse(pos,C004P,C004R);cont = true;loopNum++;}
|
| 132 |
+
*/
|
| 133 |
+
|
| 134 |
+
else if (distance(pos, C1P) < C1R){pos = circleInverse(pos,C1P,C1R);cont = true;loopNum++;}
|
| 135 |
+
|
| 136 |
+
|
| 137 |
+
/*
|
| 138 |
+
else if (distance(pos, C2P) < C2R){pos = circleInverse(pos,C2P,C2R);cont = true;loopNum++;}
|
| 139 |
+
else if (distance(pos, C3P) < C3R){pos = circleInverse(pos,C3P,C3R);cont = true;loopNum++;}
|
| 140 |
+
else if (distance(pos, C4P) < C4R){pos = circleInverse(pos,C4P,C4R);cont = true;loopNum++;}
|
| 141 |
+
else if (distance(pos, C5P) < C5R){pos = circleInverse(pos,C5P,C5R);cont = true;loopNum++;}
|
| 142 |
+
*/
|
| 143 |
+
|
| 144 |
+
else if (distance(pos, C6P) < C6R){pos = circleInverse(pos,C6P,C6R);cont = true;loopNum++;}
|
| 145 |
+
else if (distance(pos, C7P) < C7R){pos = circleInverse(pos,C7P,C7R);cont = true;loopNum++;}
|
| 146 |
+
else if (distance(pos, C8P) < C8R){pos = circleInverse(pos,C8P,C8R);cont = true;loopNum++;}
|
| 147 |
+
else if (distance(pos, C9P) < C9R){pos = circleInverse(pos,C9P,C9R);cont = true;loopNum++;}
|
| 148 |
+
|
| 149 |
+
if (!cont){break;}}
|
| 150 |
+
|
| 151 |
+
return loopNum;}
|
| 152 |
+
|
| 153 |
+
vec3 hsv2rgb(vec3 c){vec4 K = vec4(1.0,2.0 / 3.0,1.0 / 3.0,3.0);
|
| 154 |
+
|
| 155 |
+
vec3 p =abs(fract(c.xxx + K.xyz)* 2.0- K.www);
|
| 156 |
+
|
| 157 |
+
return c.z* mix(K.xxx,clamp(p - K.xxx,0.0,1.0),c.y);}
|
| 158 |
+
|
| 159 |
+
const float SAMPLE_NUM = 1.;/*243.*/
|
| 160 |
+
|
| 161 |
+
void main(){vec3 sum = vec3(0.0);
|
| 162 |
+
|
| 163 |
+
float ratio =resolution.x/ resolution.y/ 2.0;
|
| 164 |
+
|
| 165 |
+
for (float i = 0.0; i < SAMPLE_NUM; i += 1.0){vec2 position =(gl_FragCoord.xy+ rand2n(gl_FragCoord.xy,i))/ resolution.yy- vec2(ratio,0.5);
|
| 166 |
+
|
| 167 |
+
position *= 1.0;
|
| 168 |
+
|
| 169 |
+
if (distance(position,vec2(0.0))> .5){sum += vec3(1.0);
|
| 170 |
+
continue;}
|
| 171 |
+
|
| 172 |
+
float loopNum =IIS(position);
|
| 173 |
+
|
| 174 |
+
if (loopNum > 0.0){sum += vec3(mod(floor(1.0 - loopNum),2.0));}else{sum += vec3(0.0,0.958,0.487);}}
|
| 175 |
+
|
| 176 |
+
gl_FragColor =vec4(sum / SAMPLE_NUM,1.0);}
|
𑁍/🞉𑁍🞉/Ƨ⅃ЯU.Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE.URLS
ADDED
|
@@ -0,0 +1,17 @@
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
https://twigl.app?ss=-P-XR-mNBxphylpdJkyj&ol=true
|
| 2 |
+
|
| 3 |
+
https://twigl.app?ss=-P-VzoZpbxgW0RLP8QgH&ol=true
|
| 4 |
+
|
| 5 |
+
https://twigl.app?ss=-P-VyzD50Bh08EBF423z&ol=true
|
| 6 |
+
|
| 7 |
+
https://twigl.app?ss=-P-VfQ0_m5MijeJvVrtP&ol=true
|
| 8 |
+
|
| 9 |
+
https://twigl.app?ss=-P-Vdvh6BwpDlrOtMviO&ol=true
|
| 10 |
+
|
| 11 |
+
https://twigl.app?ss=-P-Vbe3LOqrSDVz_IDtu&ol=true
|
| 12 |
+
|
| 13 |
+
https://twigl.app?ss=-P-V__QYqOEESUGM6AMW&ol=true
|
| 14 |
+
|
| 15 |
+
https://twigl.app?ss=-P-To0gmyGQMm1l8mY6k&ol=true
|
| 16 |
+
|
| 17 |
+
https://twigl.app?ss=-P-Tn5H68WfdRKoVf8KN&ol=true
|
𑁍/🞉𑁍🞉/ИOƧᒐ.YOTЯƎᗡAHƧ.🞉𑁍🞉.SHADERTOY.JSON
ADDED
|
@@ -0,0 +1,34 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"ver": "0.1",
|
| 3 |
+
"info": {
|
| 4 |
+
"id": "NfcXRs",
|
| 5 |
+
"date": "1787196661",
|
| 6 |
+
"viewed": 27,
|
| 7 |
+
"name": "🞉𑁍🞉",
|
| 8 |
+
"description": "𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠\n◦୦◦◯◦୦◦⠀ ⠀◦୦◦◯◦୦◦\n𔗢᯽𔗢 𔗢᯽𔗢\n◦୦◦◯◦୦◦⠀ ⠀◦୦◦◯◦୦◦\n𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠\n💠𖡗𖡹𐫰⚪𔗢✺𖡼⯎⯌𐃏🟗🞉𑁍🝱𖡽⩩𖥕᯽᪣𖦸 𖦸᪣᯽𖥕⩩𖡽🝱𑁍🞉🟗𐃏⯌⯎𖡼✺𔗢⚪𐫰𖡹𖡗💠\n𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠\n◦୦◦◯◦୦◦⠀ ⠀◦୦◦◯◦୦◦\n𔗢᯽𔗢 𔗢᯽𔗢\n◦୦◦◯◦୦◦⠀ ⠀◦୦◦◯◦୦◦\n𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠",
|
| 9 |
+
"likes": 5,
|
| 10 |
+
"published": "Public API",
|
| 11 |
+
"usePreview": 0,
|
| 12 |
+
"tags": [
|
| 13 |
+
"o"
|
| 14 |
+
],
|
| 15 |
+
"hasliked": 0,
|
| 16 |
+
"parentid": "Xt2SDG",
|
| 17 |
+
"parentname": "Nine Circles"
|
| 18 |
+
},
|
| 19 |
+
"renderpass": [
|
| 20 |
+
{
|
| 21 |
+
"inputs": [],
|
| 22 |
+
"outputs": [
|
| 23 |
+
{
|
| 24 |
+
"id": "4dfGRr",
|
| 25 |
+
"channel": 0
|
| 26 |
+
}
|
| 27 |
+
],
|
| 28 |
+
"code": "/*\nCreated by soma_arc, Kazushi Ahara - 2015\nThis work is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported.\n*/\n\n// from Syntopia http://blog.hvidtfeldts.net/index.php/2015/01/path-tracing-3d-fractals/\nvec2 rand2n(vec2 co, float sampleIndex) {\nvec2 seed = co * (sampleIndex + 1.0);\nseed+=vec2(-1,1);\n// implementation based on: lumina.sourceforge.net/Tutorials/Noise.html\nreturn vec2(fract(sin(dot(seed.xy ,vec2(12.9898,78.233))) * 43758.5453*0.),/*1.*/\nfract(cos(dot(seed.xy ,vec2(4.898,7.23))) * 23421.631*0.));/*1.*/\n}\n\n\n\n/*\n⠀\n𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠\n◦୦◦◯◦୦◦⠀ ⠀◦୦◦◯◦୦◦\n𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠\n𔗢᯽𔗢 𔗢᯽𔗢\n𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠\n◦୦◦◯◦୦◦⠀ ⠀◦୦◦◯◦୦◦\n𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠\n⠀\n*/\n\n\n\n/* ·⊹· */\nconst vec2 C01P = vec2(0.,(1.+1./sqrt(2.)));\nconst float C01R = (1./2.+sqrt(2.)/2.);\n\nconst vec2 C02P = vec2(0.,-(1.+1./sqrt(2.)));\nconst float C02R = (1./2.+sqrt(2.)/2.);\n\nconst vec2 C03P = vec2((1.+1./sqrt(2.)),0.);\nconst float C03R = (1./2.+sqrt(2.)/2.);\n\nconst vec2 C04P = vec2(-(1.+1./sqrt(2.)),0.);\nconst float C04R = (1./2.+sqrt(2.)/2.);\n/* ·⊹· */\n\n/* ꞉⊹꞉ */\nconst vec2 C001P = vec2((1./(3.*sqrt(2.)-2.)),(1./(3.*sqrt(2.)-2.)));\nconst float C001R = sqrt(2.)/7.-1./14.;\n\nconst vec2 C002P = vec2(-(1./(3.*sqrt(2.)-2.)),-(1./(3.*sqrt(2.)-2.)));\nconst float C002R = sqrt(2.)/7.-1./14.;\n\nconst vec2 C003P = vec2((1./(3.*sqrt(2.)-2.)),-(1./(3.*sqrt(2.)-2.)));\nconst float C003R = sqrt(2.)/7.-1./14.;\n\nconst vec2 C004P = vec2(-(1./(3.*sqrt(2.)-2.)),(1./(3.*sqrt(2.)-2.)));\nconst float C004R = sqrt(2.)/7.-1./14.;\n/* ꞉⊹꞉ */\n\n\n\nconst vec2 C0P = vec2(0.,0.);\nconst float C0R = .5*(3.-sqrt(8.));\n\n\n\n/* ⵔ */\nconst vec2 C1P = vec2(0.,0.);\nconst float C1R = .5*(3.-sqrt(8.))/(3.-sqrt(8.));\n\nconst vec2 C2P = vec2(0.,.5*(2.-sqrt(2.)));\nconst float C2R = .5*(sqrt(2.)-1.);\n\nconst vec2 C3P = vec2(0.,.5*-(2.-sqrt(2.)));\nconst float C3R = .5*(sqrt(2.)-1.);\n\nconst vec2 C4P = vec2(.5*-(2.-sqrt(2.)),0.);\nconst float C4R = .5*(sqrt(2.)-1.);\n\nconst vec2 C5P = vec2(.5*(2.-sqrt(2.)),0.);\nconst float C5R = .5*(sqrt(2.)-1.);\n/* ⵔ */\n\n\n/* · */\nconst vec2 C6P = vec2((1./(3.*sqrt(2.)-2.)),(1./(3.*sqrt(2.)-2.)));\nconst float C6R = (sqrt(2.)/7.-1./14.);\n\nconst vec2 C7P = vec2(-(1./(3.*sqrt(2.)-2.)),-(1./(3.*sqrt(2.)-2.)));\nconst float C7R = (sqrt(2.)/7.-1./14.);\n\nconst vec2 C8P = vec2((1./(3.*sqrt(2.)-2.)),-(1./(3.*sqrt(2.)-2.)));\nconst float C8R = (sqrt(2.)/7.-1./14.);\n\nconst vec2 C9P = vec2(-(1./(3.*sqrt(2.)-2.)),(1./(3.*sqrt(2.)-2.)));\nconst float C9R = (sqrt(2.)/7.-1./14.);\n/* · */\n\nvec2 circleInverse(vec2 pos, vec2 circlePos, float circleR){\nreturn ((pos - circlePos) * circleR * circleR)/(length(pos - circlePos) * length(pos - circlePos) ) + circlePos;\n}\n\n\n\nconst int ITERATIONS =19683;\n\n\n\nfloat IIS(vec2 pos){\nfloat loopNum = 0.;\nbool cont = false;\nfor(int i = 0 ; i < ITERATIONS ; i++){\ncont = false;\n\n//if(distance(pos, C0P) < C0R){\n//pos = circleInverse(pos, C0P, C0R);\n//cont = true;\n//loopNum++;\n\nif(distance(pos, C01P) < C01R){\npos = circleInverse(pos, C01P, C01R);\ncont = true;\nloopNum++;\n\n}else if(distance(pos, C02P) < C02R){\npos = circleInverse(pos, C02P, C02R);\ncont = true;\nloopNum++;\n\n}else if(distance(pos, C03P) < C03R){\npos = circleInverse(pos, C03P, C03R);\ncont = true;\nloopNum++;\n\n}else if(distance(pos, C04P) < C04R){\npos = circleInverse(pos, C04P, C04R);\ncont = true;\nloopNum++;\n\n\n//}else if(distance(pos, C001P) < C001R){\n//pos = circleInverse(pos, C001P, C001R);\n//cont = true;\n//loopNum++;\n\n//}else if(distance(pos, C002P) < C002R){\n//pos = circleInverse(pos, C002P, C002R);\n//cont = true;\n//loopNum++;\n\n//}else if(distance(pos, C003P) < C003R){\n//pos = circleInverse(pos, C003P, C003R);\n//cont = true;\n//loopNum++;\n\n//}else if(distance(pos, C004P) < C004R){\n//pos = circleInverse(pos, C004P, C004R);\n//cont = true;\n//loopNum++;\n\n\n\n}else if(distance(pos, C1P) < C1R){\npos = circleInverse(pos, C1P, C1R);\ncont = true;\nloopNum++;\n//}else if(distance(pos, C2P) < C2R){\n//pos = circleInverse(pos, C2P, C2R);\n//cont = true;\n//loopNum++;\n//}else if(distance(pos, C3P) < C3R){\n//pos = circleInverse(pos, C3P, C3R);\n//cont = true;\n//loopNum++;\n//}else if(distance(pos, C4P) < C4R){\n//pos = circleInverse(pos, C4P, C4R);\n//cont = true;\n//loopNum++;\n//}else if(distance(pos, C5P) < C5R){\n//pos = circleInverse(pos, C5P, C5R);\n//cont = true;\n//loopNum++;\n\n\n\n}else if(distance(pos, C6P) < C6R){\npos = circleInverse(pos, C6P, C6R);\ncont = true;\nloopNum++;\n\n}else if(distance(pos, C7P) < C7R){\npos = circleInverse(pos, C7P, C7R);\ncont = true;\nloopNum++;\n\n}else if(distance(pos, C8P) < C8R){\npos = circleInverse(pos, C8P, C8R);\ncont = true;\nloopNum++;\n\n}else if(distance(pos, C9P) < C9R){\npos = circleInverse(pos, C9P, C9R);\ncont = true;\nloopNum++;\n\n\n\n}\nif(cont == false) break;\n}\n\nreturn loopNum;\n}\n\nvec3 hsv2rgb(vec3 c)\n{\nvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\nvec3 p = abs(fract(c.xxx + K.xyz) * 2. - K.www);\nreturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\nconst float SAMPLE_NUM =1.;/*243*/\nvoid mainImage( out vec4 fragColor, in vec2 fragCoord ){\nvec3 sum = vec3(0);\nfloat ratio = iResolution.x / iResolution.y / 2.0;\n\n\nfor(float i = 0. ; i < SAMPLE_NUM ; i++){\nvec2 position = ((fragCoord.xy + rand2n(fragCoord.xy, i)) / iResolution.yy) - vec2(ratio, 0.5);\n\n\nposition *= 1.;\n\n\nif (distance(position, vec2(0.0)) > .5) {\nsum += vec3(1.0); \ncontinue;\n}\n// -----------------------------------\n\nfloat loopNum = IIS(position);\nif (loopNum > 0.) {\nsum += vec3(mod(floor(1.-loopNum), 2.));\n/*sum += hsv2rgb(vec3(0.0 * iTime / 1.0 + .5 * loopNum, 1.,1.));*/\n} else {\nsum += vec3(0.,.958,.487);\n}\n}\nfragColor = vec4(sum / SAMPLE_NUM, 1.0);\n}",
|
| 29 |
+
"name": "Image",
|
| 30 |
+
"description": "",
|
| 31 |
+
"type": "image"
|
| 32 |
+
}
|
| 33 |
+
]
|
| 34 |
+
}
|
𑁍/🞉𑁍🞉/ꓨИꟼ.𒋲.·⠿⸭⠿⸭⠿·.·..ꟻ⅃OꓨƎᗡOϽ.Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE.CODEGOLF..·.·⠿⸭⠿⸭⠿·.𒋲.PNG
ADDED
|
|
Git LFS Details
|
𑁍/🞉𑁍🞉/ꓨИꟼ.𒋲.·⠿⸭⠿⸭⠿·.⋮⁘꞉⁘⋮..ꟻ⅃OꓨƎᗡOϽ.Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE.CODEGOLF..⋮⁘꞉⁘⋮.·⠿⸭⠿⸭⠿·.𒋲.PNG
ADDED
|
|
Git LFS Details
|
𑁍/🞉𑁍🞉/ꟻ⅃OꓨƎᗡOϽ.Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE.CODEGOLF
ADDED
|
@@ -0,0 +1,140 @@
|
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|
| 1 |
+
/*
|
| 2 |
+
⠀
|
| 3 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 4 |
+
◦୦◦◯◦୦◦⠀ ⠀◦୦◦◯◦୦◦
|
| 5 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 6 |
+
𔗢᯽𔗢 𔗢᯽𔗢
|
| 7 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 8 |
+
◦୦◦◯◦୦◦⠀ ⠀◦୦◦◯◦୦◦
|
| 9 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 10 |
+
⠀
|
| 11 |
+
*/
|
| 12 |
+
precision highp float;
|
| 13 |
+
|
| 14 |
+
uniform vec2 resolution;
|
| 15 |
+
uniform float time;
|
| 16 |
+
|
| 17 |
+
vec2 R(vec2 c,float s){
|
| 18 |
+
vec2 q=c*(s+1.)+vec2(-1,1);
|
| 19 |
+
return vec2(
|
| 20 |
+
fract(sin(dot(q,vec2(12.9898,78.233)))*43758.5453*0.),/*1.*/
|
| 21 |
+
fract(cos(dot(q,vec2(4.898,7.23)))*23421.631*0.)/*1.*/
|
| 22 |
+
);
|
| 23 |
+
}
|
| 24 |
+
|
| 25 |
+
const vec2
|
| 26 |
+
a=vec2(0,(1.+1./sqrt(2.))),
|
| 27 |
+
b=vec2(0,-(1.+1./sqrt(2.))),
|
| 28 |
+
c=vec2((1.+1./sqrt(2.)),0),
|
| 29 |
+
d=vec2(-(1.+1./sqrt(2.)),0),
|
| 30 |
+
e=vec2(0),
|
| 31 |
+
f=vec2((1./(3.*sqrt(2.)-2.))),
|
| 32 |
+
g=vec2(-(1./(3.*sqrt(2.)-2.))),
|
| 33 |
+
h=vec2((1./(3.*sqrt(2.)-2.)),-(1./(3.*sqrt(2.)-2.))),
|
| 34 |
+
i=vec2(-(1./(3.*sqrt(2.)-2.)),(1./(3.*sqrt(2.)-2.)));
|
| 35 |
+
|
| 36 |
+
const float
|
| 37 |
+
A=1./2.+sqrt(2.)/2.,
|
| 38 |
+
B=.5*(3.-sqrt(8.)),
|
| 39 |
+
C=.5*(3.-sqrt(8.))/(3.-sqrt(8.)),
|
| 40 |
+
D=sqrt(2.)/7.-1./14.;
|
| 41 |
+
|
| 42 |
+
vec2 I(vec2 p,vec2 c,float r){
|
| 43 |
+
vec2 q=p-c;
|
| 44 |
+
return q*r*r/dot(q,q)+c;
|
| 45 |
+
}
|
| 46 |
+
|
| 47 |
+
float F(vec2 p){
|
| 48 |
+
float n=0.;
|
| 49 |
+
bool q;
|
| 50 |
+
for(int j=0;j<=19683;j++){
|
| 51 |
+
q=false;
|
| 52 |
+
if(distance(p,a)<A){
|
| 53 |
+
p=I(p,a,A);
|
| 54 |
+
q=true;
|
| 55 |
+
n++;
|
| 56 |
+
}
|
| 57 |
+
else if(distance(p,b)<A){
|
| 58 |
+
p=I(p,b,A);
|
| 59 |
+
q=true;
|
| 60 |
+
n++;
|
| 61 |
+
}
|
| 62 |
+
else if(distance(p,c)<A){
|
| 63 |
+
p=I(p,c,A);
|
| 64 |
+
q=true;
|
| 65 |
+
n++;
|
| 66 |
+
}
|
| 67 |
+
else if(distance(p,d)<A){
|
| 68 |
+
p=I(p,d,A);
|
| 69 |
+
q=true;
|
| 70 |
+
n++;
|
| 71 |
+
}
|
| 72 |
+
else if(distance(p,e)<C){
|
| 73 |
+
p=I(p,e,C);
|
| 74 |
+
q=true;
|
| 75 |
+
n++;
|
| 76 |
+
}
|
| 77 |
+
else if(distance(p,f)<D){
|
| 78 |
+
p=I(p,f,D);
|
| 79 |
+
q=true;
|
| 80 |
+
n++;
|
| 81 |
+
}
|
| 82 |
+
else if(distance(p,g)<D){
|
| 83 |
+
p=I(p,g,D);
|
| 84 |
+
q=true;
|
| 85 |
+
n++;
|
| 86 |
+
}
|
| 87 |
+
else if(distance(p,h)<D){
|
| 88 |
+
p=I(p,h,D);
|
| 89 |
+
q=true;
|
| 90 |
+
n++;
|
| 91 |
+
}
|
| 92 |
+
else if(distance(p,i)<D){
|
| 93 |
+
p=I(p,i,D);
|
| 94 |
+
q=true;
|
| 95 |
+
n++;
|
| 96 |
+
}
|
| 97 |
+
if(!q)break;
|
| 98 |
+
}
|
| 99 |
+
return n;
|
| 100 |
+
}
|
| 101 |
+
|
| 102 |
+
void main(){
|
| 103 |
+
|
| 104 |
+
vec3 s=vec3(0);
|
| 105 |
+
float x=resolution.x/resolution.y/2.;
|
| 106 |
+
const float S=1.;/*243*/
|
| 107 |
+
|
| 108 |
+
for(float j=0.;j<S;j++){
|
| 109 |
+
|
| 110 |
+
vec2 p=
|
| 111 |
+
(gl_FragCoord.xy+R(gl_FragCoord.xy,j))
|
| 112 |
+
/resolution.yy
|
| 113 |
+
-vec2(x,.5);
|
| 114 |
+
|
| 115 |
+
if(distance(p,vec2(0))>.5){
|
| 116 |
+
s+=vec3(1);
|
| 117 |
+
continue;
|
| 118 |
+
}
|
| 119 |
+
|
| 120 |
+
float n=F(p);
|
| 121 |
+
|
| 122 |
+
if(n>0.)
|
| 123 |
+
s+=vec3(mod(floor(1.-n),2.));
|
| 124 |
+
else
|
| 125 |
+
s+=vec3(0.,.958,.487);
|
| 126 |
+
}
|
| 127 |
+
|
| 128 |
+
gl_FragColor=vec4(s/S,1);
|
| 129 |
+
}
|
| 130 |
+
/*
|
| 131 |
+
⠀
|
| 132 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 133 |
+
◦୦◦◯◦୦◦⠀ ⠀◦୦◦◯◦୦◦
|
| 134 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 135 |
+
𔗢᯽𔗢 𔗢᯽𔗢
|
| 136 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 137 |
+
◦୦◦◯◦୦◦⠀ ⠀◦୦◦◯◦୦◦
|
| 138 |
+
𖣠⚪𔗢⚪🞋⚪𔗢⚪𖣠
|
| 139 |
+
⠀
|
| 140 |
+
*/
|