View allAll Photos Tagged glsl
Interact with it here: glslsandbox.com/e#14115.1
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
// this version keeps the circle inversion at r=1,
// but the affine transform is variable:
// user controls the rotate and zoom,
// translate automatically cycles through a range of values.
#define N 100
#define PI2 6.2831853070
void main( void ) {
// map frag coord and mouse to model coord
vec2 v = (gl_FragCoord.xy - resolution / 2.) * 20.0 / min(resolution.y,resolution.x);
// transform parameters
float angle = time*0.01;
float C = cos(angle);
float S = sin(angle);
vec2 shift = vec2( 2.*mouse.x-1., 1.*mouse.y-0.5 );
float zoom = 1.1;
const float rad2 = 1.;
float rsum = 0.0;
for ( int i = 0; i rad2 ){
rr = rad2/rr;
v.x = v.x * rr;
v.y = -v.y * rr;
}
rsum = max(0.9*rsum, rr);
// affine transform: rotate, scale, and translate
v = vec2( C*v.x-S*v.y, S*v.x+C*v.y ) * zoom + shift;
}
float col = 10. * (1.-rsum*rsum*rsum*rsum) ;
gl_FragColor = vec4( sin(col*1.1), sin(col), sin(col*0.9), 1.0 );
}
s.mj.run/bwTZ3q-cnXI s.mj.run/TIVnmgmWLvo s.mj.run/F1N02CeST3Q s.mj.run/yqbq53CLrkA s.mj.run/Ld3Rt8xa_js owlbear pyromancer comic illustration for 'the planet vs galaxy' from dw icons in the style of neo-pop figurative - kodak aerochrome iii infrared [🔮💎 FXAA Ukiyo-e Flat Design::1.7 the wizard of dna in the style of andreas achenbach - dark white and silver - dan mumford and rhads patience of a saint intricate - ultra detailed s.mj.run/cfrYtyIJlbE dan mumford - rhads dramatic , rtx on, hdr image, 8k, depth of field ::2.1 Spilling neon magic on fantasy cyberpunk background , GLSL-Shaders] , [🔮💎 FXAA :: lush moonlight lighting, volumetric lighting, a magical atmosphere,::0.92 , in the style of neal adams and Attack on Titan detailed fantasy ::2 s.mj.run/RAvb3iydxaY sci-fi, dark fantasy, space background inspired by Boris Vallejo And Basil Wolverton energetic reimagined religious works intricate details with hidden, necronomicon illustrations ] , [dramatic splendor :: lush neon lighting - volumetric lighting - a futuristic atmosphere::2 --ar 16:8 --q 2.5 --c 80 --s 890 --iw 0.75 - Image #2 @evan.just.evan
3D Noise applied to sphere vertices across time (elapsed iterations) rendered with Fluxus Shader
Video: vimeo.com/26153147
3D Noise applied to sphere vertices across time (elapsed iterations) rendered with Fluxus Shader
Video: vimeo.com/26153147
A luxurious, traditional African safari lodge at the Serengeti with private plunge pools overlooking a vast grassland savannah in the Serengeti National Park. The lodge is made of wood and thatch, and it offers stunning views of the savannah and the wildlife that teems there. The plunge pools are infinity pools, and they are the perfect place to relax and cool off after a day of game drives. The savannah is home to a variety of wildlife, including elephants, giraffes, and lions. The time of day is late afternoon, and the sun is casting a golden glow over the scene. realistic, cinematic lighting, Unreal Engine 5, Cinematic, Color Grading, Editorial Photography, Photography, Photoshoot, Shot on 70mm lense, Depth of Field, DOF, Tilt Blur, Shutter Speed 1/1000, F/22, White Balance, 32k, Super-Resolution, Megapixel, ProPhoto RGB, VR, Halfrear Lighting, Backlight, Natural Lighting, Incandescent, Moody Lighting, Cinematic Lighting, Studio Lighting, Soft Lighting, Volumetric, Contre-Jour, dark Lighting, Accent Lighting, Global Illumination, Screen Space Global Illumination, Ray Tracing Global Illumination, Red Rim light, cool color grading 45%, Scattering, Glowing, Shadows, Rough, Shimmering, Ray Tracing Reflections, Lumen Reflections, Screen Space Reflections, Diffraction Grading, Chromatic Aberration, GB Displacement, Scan Lines, Ray Traced, Ray Tracing Ambient Occlusion, Anti-Aliasing, FKAA, TXAA, RTX, SSAO, Shaders, OpenGL-Shaders, GLSL-Shaders, Post Processing, Post-Production, Cel Shading, Tone Mapping, CGI, VFX, SFX,Ultra realistic, hyper detailed, 8K, wallpaper, minimalistic photography, insane details --c 100 --s 750 --v 5.1 --style raw --ar 16:9 - Image #1 @Delenet007
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
/* -- originally --
* inspired by www.fractalforums.com/new-theories-and-research/very-simp...
* public domain
*/
#define N 100
#define PI2 6.2831853070
void main( void ) {
// map frag coord and mouse to model coord
vec2 v = (gl_FragCoord.xy - resolution / 2.) * 20.0 / min(resolution.y,resolution.x);
// transform parameters
float angle = time*0.01;
float C = cos(angle);
float S = sin(angle);
vec2 shift = vec2( 2.*mouse.x-1., 1.*mouse.y-0.5 );
float zoom = 1.1;
const float rad2 = 1.;
float rsum = 0.0;
for ( int i = 0; i rad2 ){
rr = rad2/rr;
v.x = v.x * rr;
v.y = -v.y * rr;
}
rsum = max(0.9*rsum, rr);
// affine transform: rotate, scale, and translate
v = vec2( C*v.x-S*v.y, S*v.x+C*v.y ) * zoom + shift;
}
float col = 10. * (1.-rsum*rsum*rsum*rsum) ;// / rad2);
gl_FragColor = vec4( sin(col*1.1), sin(col), sin(col*0.9), 1.0 );
}