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#つぶやきGLSL
float e,i,a,w,x,g;for(;i++<1e2;){vec3 p=vec3((FC.xy-.5*r)/r.y*g,g-3.);p.zy*=rotate2D(.6);i<1e2?p:p+=1e-4;e=p.y;for(a=.8;a>.003;a*=.8)p.xz*=rotate2D(5.),x=(++p.x+p.z)/a+t+t,w=exp(sin(x)-2.5)*a,o.gb+=w/4e2,p.xz-=w*cos(x),e-=w;g+=e;}o+=min(e*e*4e6,1./g)+g*g/2e2;
props to afl_ext's "Very fast procedural ocean" shadertoy.com/view/MdXyzX for the original surface waveform.
Read 3 tweets
vec2 p = FC.xy/r-.5; float N=2e2,n=-N;o+=1.+sign(6.-length(FC.xy-m*r));
for(;n++<=N;)o-=6./N*sign(n)*texture(b,p/.997+.5+(4.+2.*sign(n)+cos(n))*cos(PI2*(n/N+vec2(0.,.25)))/(length(p)+.2)/r);
//run on twigl.app using mode geekest (300 es)
//#つぶやきGLSL #generative
vec2 p = FC.xy/r-.5; float d=length(FC.xy-m*r), N=1e2,n=-N;o+=.1*exp(-d/3e2);
for(;n++<=N;)o-=1.3/N*sign(n)*texture(b,p*.998+.5+9.*(4.+2.*sign(n)+cos(n))*cos(PI2*(n/N+vec2(0.,.25)))*pow(length(p)+0.3,4.)/r);
//similar code, but different parameters
//#つぶやきGLSL #generative
Oh, wow. Thanks to all of you! Here's some more from yesterday. It's not tweet size, but maybe you know more tricks?
interactive version bit.ly/3KV92Kz
Read 3 tweets

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