2025 on Tumblr: Trends That Defined the Year
Cosimo Galluzzi
Fai_Ryy
PUT YOUR BEARD IN MY MOUTH
occasionally subtle
Aqua Utopia|海の底で記憶を紡ぐ
One Nice Bug Per Day
Cosmic Funnies
Game of Thrones Daily
🩵 avery cochrane 🩵
art blog(derogatory)
No title available
$LAYYYTER

@theartofmadeline

oozey mess
h
noise dept.

Jimmy Eat World
The Bright Sessions
"I'm Dorothy Gale from Kansas"

seen from Brazil
seen from Italy
seen from Indonesia
seen from United States
seen from United States

seen from Peru
seen from Portugal

seen from Türkiye
seen from Brazil
seen from Australia

seen from South Africa
seen from Indonesia

seen from Italy

seen from United States

seen from Canada

seen from Malaysia

seen from Australia

seen from Germany
seen from United States

seen from Germany
@gradart-blog1
There is
a bloodpost
signed, singed, sung from
somewhere higher
than the eyeline
somewhere that crosses both borders
© Agnieszka Mauch
#define MAX_OCTAVES 7 uniform vec2 u_resolution; float map(float value,float min1,float max1,float min2,float max2){ return min2+(value-min1)*(max2-min2)/(max1-min1); } float random(in vec2 st){ return fract(sin(dot(st.xy,vec2(12.9898,78.233)))*43758.5453123); } float noise(in vec2 st){ vec2 i=floor(st); vec2 f=fract(st); float a=random(i); float b=random(i+vec2(1.,.0)); float c=random(i+vec2(.0,1.)); float d=random(i+vec2(1.,1.)); vec2 u=f*f*(3.-2.*f); return mix(a,b,u.x)+(c-a)*u.y*(1.-u.x)+(d-b)*u.x*u.y; } float fbm(in vec2 n,in float l){ float v=.0; float lacunarity=2.; float a=.75; n*=l; for(int i=0;i0.;i–){ y=i/(3.0*i)*m*(fbm(.2*m*coords*i,1./(3.0+i))-.75)+i*2./(3.0+i); pct=plot(st,y); color=mix(color,vec3(map(i,.0,3.0,colorA.r,colorB.r),map(i,.0,3.0,colorA.g,colorB.g),map(i,.0,3.0,colorA.b,colorB.b)),pct); } gl_FragColor=vec4(color,1.); }
Softbody Dynamics and Collision Detection
#define MAX_OCTAVES 7 uniform vec2 u_resolution; float map(float value,float min1,float max1,float min2,float max2){ return min2+(value-min1)*(max2-min2)/(max1-min1); } float random(in vec2 st){ return fract(sin(dot(st.xy,vec2(12.9898,78.233)))*43758.5453123); } float noise(in vec2 st){ vec2 i=floor(st); vec2 f=fract(st); float a=random(i); float b=random(i+vec2(1.,.0)); float c=random(i+vec2(.0,1.)); float d=random(i+vec2(1.,1.)); vec2 u=f*f*(3.-2.*f); return mix(a,b,u.x)+(c-a)*u.y*(1.-u.x)+(d-b)*u.x*u.y; } float fbm(in vec2 n,in float l){ float v=.0; float lacunarity=2.; float a=.75; n*=l; for(int i=0;i0.;i–){ y=i/(5.0*i)*m*(fbm(.2*m*coords*i,1./(5.0+i))-.75)+i*2./(5.0+i); pct=plot(st,y); color=mix(color,vec3(map(i,.0,5.0,colorA.r,colorB.r),map(i,.0,5.0,colorA.g,colorB.g),map(i,.0,5.0,colorA.b,colorB.b)),pct); } gl_FragColor=vec4(color,1.); }
#define MAX_OCTAVES 7 uniform vec2 u_resolution; float map(float value,float min1,float max1,float min2,float max2){ return min2+(value-min1)*(max2-min2)/(max1-min1); } float random(in vec2 st){ return fract(sin(dot(st.xy,vec2(12.9898,78.233)))*43758.5453123); } float noise(in vec2 st){ vec2 i=floor(st); vec2 f=fract(st); float a=random(i); float b=random(i+vec2(1.,.0)); float c=random(i+vec2(.0,1.)); float d=random(i+vec2(1.,1.)); vec2 u=f*f*(3.-2.*f); return mix(a,b,u.x)+(c-a)*u.y*(1.-u.x)+(d-b)*u.x*u.y; } float fbm(in vec2 n,in float l){ float v=.0; float lacunarity=2.; float a=.75; n*=l; for(int i=0;i0.;i–){ y=i/(3.0*i)*m*(fbm(.2*m*coords*i,1./(3.0+i))-.75)+i*2./(3.0+i); pct=plot(st,y); color=mix(color,vec3(map(i,.0,3.0,colorA.r,colorB.r),map(i,.0,3.0,colorA.g,colorB.g),map(i,.0,3.0,colorA.b,colorB.b)),pct); } gl_FragColor=vec4(color,1.); }
Outline #flux #automatic #abstract #mech #morphogenicfield
#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; void main(){ vec3 colorA=vec3(0.98,0.9636666666666671,0); vec3 colorB=vec3(0.08000000000000007,0.7546666666666674,1); vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(st.x * tan(u_time * 0.8670005388769848)); pct.r=1. * (0.501190282471954, 1. * (st.x * cos(u_time * 0.9849576736311)), inversesqrt(0.15914285111246718)); pct.g=pct.g; pct.b=pct.b; color=mix(colorA,colorB,pct); gl_FragColor=vec4(color,1.); }
#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; void main(){ vec3 colorA=vec3(1,0.700333333333333,0.41999999999999993); vec3 colorB=vec3(0.6039999999999994,0.1200000000000001,1); vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(1. * tan(u_time * 0.1627727891069365)); pct.r=pct.r; pct.g=mod(exp2(0.8515632537665252), st.x); pct.b=refract(0.7915950179693266, 1., 1. * (1., pow(0.5537838595003983, 0.7687433317571208), 1. * (1., length(mix(mod(exp2(st.x), 1. * (st.x * cos(u_time * 0.7904524405302202))), min(st.x, distance(pow(pow(st.y, 1. * tan(u_time * 0.2745373460185536)), 0.16493094527464192), fract(sign(max(exp2(mix(0.846047633036066, 0.31409171655296275, st.x * cos(u_time * 0.3203347060701546))), dot(step(ceil(mod(distance(st.y * sin(u_time * 0.2569617260098068), exp(1. * (reflect(inversesqrt(1. * cos(u_time * 0.8427842392294372)), distance(distance(sign(0.20034154394433978), length(smoothstep(length(smoothstep(distance(st.x, exp2(0.26602209268183274)), 0.1650193581997913, 0.011482922564625242)), length(ceil(exp2(smoothstep(st.x * cos(u_time * 0.8641977371018432), st.y * tan(u_time * 0.6896032385852022), 1. * sin(u_time * 0.3407137420312484))))), st.x * cos(u_time * 0.24708454324996476)))), 0.2255499739922041)), refract(st.y, st.x * tan(u_time * 0.5703681835353998), pow(0.10834342497873939, mod(1. * cos(u_time * 0.3648089267298904), 0.7366215306390014))), clamp(1. * cos(u_time * 0.710269151883048), smoothstep(st.y, 0.13444487738086375, 0.3978269954408187), st.x * tan(u_time * 0.6129652373923568))))), 0.6636456633495279)), st.y * sin(u_time * 0.7147470205605814)), 0.17032720761881348)))))), 1. * sin(u_time * 0.7069617581914382))), st.y))); color=mix(colorA,colorB,pct); gl_FragColor=vec4(color,1.); }
Curl Noise
Demo
Lock:Generative pattern
It’s getting there. #javascript #threejs #webgl (at Williamsburg, Brooklyn)
Peanut #javascript #threejs #webgl (at Williamsburg, Brooklyn)
Peanut #javascript #threejs #webgl (at Williamsburg, Brooklyn)
#define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; void main(){ vec3 colorA=vec3(1,1,1); vec3 colorB=vec3(0.16966666666666697,1,0.06000000000000005); vec2 st=gl_FragCoord.xy/u_resolution.xy; vec3 color=vec3(.0); vec3 pct=vec3(st.x * sin(u_time * 0.24938826001227365)); pct.r=st.x; pct.g=1. * (0.43446998868055164); pct.b=pct.b; color=mix(colorA,colorB,pct); gl_FragColor=vec4(color,1.); }
VELARでした。コンパクトで売れそう。#velar #rangerover #fragment #shinichiosawa #hiroshifujiwara