natpbs.com

natpbs.com

@natpbs.com

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natpbs.com reposted

Wave f z,d @(20) { f3 p = z * nor(2*C.rgb - R.xyy); d=4; @(6) d+=d, p = p.yzx+sin(p * d - T) / d; z += .1-len(p)/9; O += z*z*f4(2-sin(p*5),)/(.001+len(f4(sin(p*33)/99,p))) } O = tanh(O / 4e2)

natpbs.com reposted

I'm almost there it's so pretty!! 😭 this is the first time I've made extensive use of complex numbers in shader code, which has been fun! it's an analytic 2D lighting system through piecewise conformal maps representing angular light/"sky" exposure, which means you get fully analytic penumbras!

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