OOOOIIIIIIIIOOOO commited on
Commit
f99b589
·
verified ·
1 Parent(s): 67dac1a

​ ​

Browse files
.gitattributes CHANGED
@@ -91,3 +91,5 @@
91
  𑁍/🟗𑁍🟗/ꓨИꟼ.✢.𔗢 ·ⵔ·꞉·ⵔ· ⠿ꔹ⠿ ❋𑗋❋ 🟗𑁍🟗 ᯽ ᯽ 🟗𑁍🟗 ❋𑗋❋ ⠿ꔹ⠿ ·ⵔ·꞉·ⵔ· 𔗢.✢.PNG filter=lfs diff=lfs merge=lfs -text
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
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
 
 
 
91
  𑁍/🟗𑁍🟗/ꓨИꟼ.✢.𔗢 ·ⵔ·꞉·ⵔ· ⠿ꔹ⠿ ❋𑗋❋ 🟗𑁍🟗 ᯽ ᯽ 🟗𑁍🟗 ❋𑗋❋ ⠿ꔹ⠿ ·ⵔ·꞉·ⵔ· 𔗢.✢.PNG filter=lfs diff=lfs merge=lfs -text
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
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
94
+ 𑁍/🞉𑁍🞉/ꓨИꟼ.𒋲.·⠿⸭⠿⸭⠿·.·..ꟻ⅃OꓨƎᗡOϽ.Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE.CODEGOLF..·.·⠿⸭⠿⸭⠿·.𒋲.PNG filter=lfs diff=lfs merge=lfs -text
95
+ 𑁍/🞉𑁍🞉/ꓨИꟼ.𒋲.·⠿⸭⠿⸭⠿·.⋮⁘꞉⁘⋮..ꟻ⅃OꓨƎᗡOϽ.Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE.CODEGOLF..⋮⁘꞉⁘⋮.·⠿⸭⠿⸭⠿·.𒋲.PNG filter=lfs diff=lfs merge=lfs -text
𑁍/🞉𑁍🞉/YOTЯƎᗡAHƧ.🞉𑁍🞉.SHADERTOY ADDED
@@ -0,0 +1,250 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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
+
6
+ // from Syntopia http://blog.hvidtfeldts.net/index.php/2015/01/path-tracing-3d-fractals/
7
+ vec2 rand2n(vec2 co, float sampleIndex) {
8
+ vec2 seed = co * (sampleIndex + 1.0);
9
+ seed+=vec2(-1,1);
10
+ // implementation based on: lumina.sourceforge.net/Tutorials/Noise.html
11
+ return vec2(fract(sin(dot(seed.xy ,vec2(12.9898,78.233))) * 43758.5453*0.),/*1.*/
12
+ fract(cos(dot(seed.xy ,vec2(4.898,7.23))) * 23421.631*0.));/*1.*/
13
+ }
14
+
15
+
16
+
17
+ /*
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
26
+ ⠀
27
+ */
28
+
29
+
30
+
31
+ /* ·⊹· */
32
+ const vec2 C01P = vec2(0.,(1.+1./sqrt(2.)));
33
+ const float C01R = (1./2.+sqrt(2.)/2.);
34
+
35
+ const vec2 C02P = vec2(0.,-(1.+1./sqrt(2.)));
36
+ const float C02R = (1./2.+sqrt(2.)/2.);
37
+
38
+ const vec2 C03P = vec2((1.+1./sqrt(2.)),0.);
39
+ const float C03R = (1./2.+sqrt(2.)/2.);
40
+
41
+ const vec2 C04P = vec2(-(1.+1./sqrt(2.)),0.);
42
+ const float C04R = (1./2.+sqrt(2.)/2.);
43
+ /* ·⊹· */
44
+
45
+ /* ꞉⊹꞉ */
46
+ const vec2 C001P = vec2((1./(3.*sqrt(2.)-2.)),(1./(3.*sqrt(2.)-2.)));
47
+ const float C001R = sqrt(2.)/7.-1./14.;
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 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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

  • SHA256: ecaff94e9e38c4ee76be5a88afd362193f654af25ffaaf23f6901424bda21eb7
  • Pointer size: 132 Bytes
  • Size of remote file: 2.48 MB
𑁍/🞉𑁍🞉/ꓨИꟼ.𒋲.·⠿⸭⠿⸭⠿·.⋮⁘꞉⁘⋮..ꟻ⅃OꓨƎᗡOϽ.Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE.CODEGOLF..⋮⁘꞉⁘⋮.·⠿⸭⠿⸭⠿·.𒋲.PNG ADDED

Git LFS Details

  • SHA256: c2c87508a955aa32d0441667b3e0c0ca85b6a7c6fb96c7f26b073ce0493a0fa9
  • Pointer size: 132 Bytes
  • Size of remote file: 6.97 MB
𑁍/🞉𑁍🞉/ꟻ⅃OꓨƎᗡOϽ.Ǝ⅃ꓨIWT.🞉𑁍🞉.TWIGLE.CODEGOLF ADDED
@@ -0,0 +1,140 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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
+ */