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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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remix of d/21734 by u/tomxor

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remix of d/21704 by u/tomxor

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remix of d/12335 by u/tomxor

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  • u/tomxor
    With subpixel anti-aliasing :) ... ok that was an accident... but atand back and look at those cute RGB fringes!

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  • u/tomxor
    I felt that there are too many extremely unecessarily long examples of xorshift32 implementations out there, with lots of fluff around the outside. It's a very nice and simple little PRNG and this is all the code you need to turn it into a unit interval (i.e the type and range you get from Math.random()): (x>>>0) * 2**-32. This conversion method is far from perfect and results in some bias, but so does the PRNG itself...

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remix of d/21621 by u/tomxor

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remix of d/21620 by u/tomxor

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remix of d/21547 by u/tomxor

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  • u/tomxor
    Each block is 4 pixels wide. Remove 2 of the three parts inside !( ) to see how each contributes to the shape. Make sure to leave an | 0 to the right in order to floor the result. Black represents 0, white represents 1 or more. The idea is to lay down three different layers, the non zero numbers all merge together throught OR, the black area that remains is the 0 from each layer.
  • u/tomxor
    X/34-65/35 | 0 scales X so that -1 and +1 lie on the left and right edges with 0 in between. The width = 34=17*4px/2 (17 blocks and gaps, divided by two because it's from -1 to +1). 65=128/2+1, the center of the canvas+1 due to -0 bias divided by 35 to match the scale of X. Y/8-37/9 | 0 does the same for the top and bottom edges. X+2&4 creates a repeating pattern 0,4,0,4 every 4 pixels, +2 shifts it by half a block to line up with the left and right edges due to the odd number blocks required for the default.
  • u/Qwitter
    thanks for this

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