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improbabilityFractalautumn Mandel
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Keywords: gpu generative art 
Posted by: alexl May 04, 2015, 02:56:09 AM

Rating: ***** by 29 members.

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Comments (6) rss
fractalista
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June 04, 2015, 12:46:26 AM
very surreal, somewhat like Picasso, but also reminds me of Klee in a way - great work for sure.
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May 17, 2015, 06:02:13 PM
Nice and unusual work there ! Kind of surrealism painting.
alexl
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May 04, 2015, 04:17:48 PM
Quote from: cKleinhuis
nice one, can you provide more information how you achieve that?

GLSL. Formula:
float Make_Form(vec2 coord)
 {
    vec4 a,b,d;
    float l,k;

    k=pow(1.0-coord.y,4.0);
    coord.x=(coord.x-0.5)*1.4+0.5;
 
    vec2 coord1=coord;


   b.x=coord.x+sin(mix(coord.y,coord.y,f1.z)*(1.0+f2.z*f3.z));
   b.y=coord.y+sin(b.x*(1.0+f2.w*f4.z));
   
   a.xyz=vec3(coord.x,coord.y,(coord.x+coord.y));

    float f=0.5/(length(coord-vec2(f1.x,f2.x)*0.6)+0.3);

   b=sin(a*10.0*(0.3+f4.w));

   b.z=sin(a.y+f*(0.2+f1.w)+b.x+(quad(b.y-f2.x-1.0,f3.z)));

   b.x=sin(a.y*4.0*(0.2+f1.y)+b.z*(b.y+f2.y));
   b.y=sin(a.x*4.0*(0.2+f1.z)+2.0*b.x*(b.z+f2.z));

   coord1+=(b.xy)*0.03*f3.z*(1.3-layer);
   
   vec2 z = (coord1-0.5)*1.5+f4.xy;
    vec2 c = vec2(0.5+f2.x,f2.y*2.0);

    z=ssin(z*2.0);
    vec2 z1=z;
 
    float r2=0.0;
        float i=0.0;
    float n=3.0;
    float st=0.0;
     for(i=0.0;i<n;i+=1.0)
        {
       z=z1;
       z1=(mpx(sinm(z1),mpx(sinm(z1*(0.5+f2.z)),sinm(z1))))-(z1)*f1.w+c;
 
       r2=z1.x*sin(z1.x)*sin(z1.y);
       if(abs(r2)>f2.w*2.0+0.5)
          break;
 
       st=abs(z.x-z1.x)+abs(z.y-z1.y);
       if(st>10.0)
          break;
 
    }
    b.xy=ssin(atan(z1.xy-z.xy))*0.5;  //b.xy=clamp(z.xy-z1.xy,-1.0,2.0);  
 
    b.z=i/4.0;
 
    d.xy=b.xy;
    d.z=i/n;
 
 
    gl_FragColor.xy=b.xy;
     b.xy=z.xy;
    vec4 ff2=f2;
    vec4 ff1=f1;
 
    ff1=(f1-0.5)*0.4+0.5;
    ff2=(f2-0.5)*0.4+0.5;
 
    l=length(coord.xy-0.5);
   
     b.y*=0.2;

    b.y=max(b.y,(1.0-pow(abs(abs(0.5-coord1.x)-0.3-(1.0-layer)*0.2+(f2.z-0.5)*0.3),0.2+abs(b.x-0.2)*0.5)));
 
    l=k;
 
   k*=k;
    a.w+=b.y*0.1;
    b.y*=smoothstep(0.0,0.1,a.w);
    c=b;
 
    b.y-=smoothstep(0.7,1.0,coord1.y)*0.27;
    b.y-=1.0-smoothstep(0.0,0.2*f4.y,length(coord1-0.25-f4.xw*0.25));
 
   b.y*= smoothstep((1.0-layer)*0.2,(1.0-layer)*0.2+0.1-layer*layer*layer*0.0,coord.y);  
    coord1.x=(coord1.x-0.5)*1.3+0.5;
 
    gl_FragColor.y=fract((b.y-0.5)*8.1);
    gl_FragColor.x=fract(gl_FragColor.x*4.0);
 
    b.y=smoothstep(0.7,0.8,b.y);
    gl_FragColor.b=((1.0-b.y)*2.0)*step(0.5,b.y);
    return  step(0.5,b.y);
 }
 
vec2 mpx(vec2 a,vec2 b)
 {
    vec2 r;
    r.x=a.x*b.x-a.y*b.y;
    r.y=a.y*b.x+a.x*b.y;
 
    return r;
 }
float sinh(float a)
 {
    return (exp(a)-exp(-a))/2.0;
 }
 
 vec2 sinh(vec2 a)
 {
    return (exp(a)-exp(-a))/2.0;
 }
 
 float cosh(float a)
 {
    return (exp(a)+exp(-a))/2.0;
 }
 
 vec2 cosh(vec2 a)
 {
    return (exp(a)+exp(-a))/2.0;
 }
 
 vec3 cosh(vec3 a)
 {
    return (exp(a)+exp(-a))/2.0;
 }
 
 vec2 sinm(vec2 D)
 {
    return vec2(sin(D.x)*cosh(D.y),cos(D.x)*sinh(D.y));
 }
 
 vec2 cosm(vec2 D)
 {
    return vec2(cos(D.x)*cosh(D.y),sin(D.x)*sinh(D.y));
 }

vec2 ssin(vec2 a)
 {
    a/=3.14;
    a+=0.5;
    vec2 b=fract(a);
 
    vec2 c=floor(a)-floor(a/2.0)*2.0;
    b=mix(b,1.0-b,step(0.5,c));
    return b=(b-0.5)*2.0;
 }
cKleinhuis
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May 04, 2015, 12:41:36 PM
nice one, can you provide more information how you achieve that?
KRAFTWERK
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May 04, 2015, 10:32:03 AM
Lovely!
Pacome
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May 04, 2015, 10:05:56 AM
Quasiment une peinture ! *****

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