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function u(t) {
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u(t) is called 60 times per second. t: Elapsed time in seconds. S: Shorthand for Math.sin. C: Shorthand for Math.cos. T: Shorthand for Math.tan. R: Function that generates rgba-strings, usage ex.: R(255, 255, 255, 0.5) c: A 1920x1080 canvas. x: A 2D context for that canvas.
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  • Exploring A Liminal Space 📹

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  • Firework
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  • u/vain
    @noel:
  • u/vain
    @noel: i'm not really sure. But i think the best way to get it work same speed on all PCs it to use t (timer). Btw, the function u(t){your code} will be called 60 times per second. So using d-=4 should run same speed on all fast PCs - but slow down on older slower PCs.
  • u/vain
    Btw, it looks really cool with this green shining spikes.
  • u/joeytwiddle
    I like it, running fast or slow! Viewers can always add t/=2;

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  • ultraviolet neon lights

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  • VHS 📼 #default + horizontal shift from noise
  • u/KilledByAPixel
    nice, yeah that looks a bit more realistic!
  • u/tomxor
    The noise on this is really good, I tried to find redundant bits to remove but everything you included adds to the realism.
  • u/KilledByAPixel
    I don't know how I came up with this, was going through some of my old abandoned sketches and found this minus the default

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  • Faceless
  • u/UEZ
    If I'm not mistaken, then j is useless because always 0.
  • u/UEZ
    for(i=1e4;i--;x.fillRect(60*X,60*Y,1,1))X=i*i/t%32,Y=i*t%18,f=(C(X)-C(Y))**2,f+=T(Y*4+f*2),x.fillStyle=hsl(${Y*f},60%,${30+6*f}%)
  • u/Xen
    love it!

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remix of d/27932 by u/tomxor

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remix of d/20436 by u/tomxor

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  • u/tomxor
    Same concept of XY displacement, but X displacement needs to be inverted when a surface is aligned along Z to give the illusion of the light comming from the observer. Completely unrealistic lighting tricks.
  • u/deobfuscate
    I don't feel like I can make any more dweets with so many good ones like this roaming around.
  • u/danny@hille.dk
    This is just out of this world. #witchcraft
  • u/vain
    Just f*cking amazing! 😎

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  • u/tomxor
    Getting on the bump train with a different method. This one displaces X and Y in proportion to distance from light source, which creates pixel gaps on one side (specular highlights), and overlapping pixels on the opposite (becoming shadows).
  • u/danny@hille.dk
    wow thats chrisp!

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