The create feature from prompt can be tested on this webpage.
The application for 3D capture can be found on android play or apple store, and cam be update on web , see:
2D, 3D, game, games, online game, game development, game engine, programming, OpenGL, Open AI, math, graphics, design, graphic, graphics, game development, game engine, programming, web development, web art, web graphic, arts, tutorial, tutorials,
#ifdef GL_ES precision highp float; #endif #extension GL_OES_standard_derivatives : enable uniform float time; uniform vec2 resolution; void main( void ) { vec2 uv = 0.5-(gl_FragCoord.xy - resolution * 0.15) / max(resolution.x, resolution.y) * 5.0; uv *= 1.0; float e = 0.0; for (float i=3.0;i<=16.0;i+=1.0) { e += 0.081/abs( (i/11.) +sin((time/1.20) + 0.18*i*(uv.y) *( cos(i/2.10 + (time / 11.0) - uv.y*.4) ) ) + 2.5*uv.x); gl_FragColor = vec4( vec3(e/1.6, e/18.6, e/1.6), 1.0); } }
#ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif uniform float time; uniform vec2 mouse; uniform vec2 resolution; void main( void ) { vec2 p = ( gl_FragCoord.xy / resolution.xy ) -0.5;//+ mouse / 4.0; // float color = 0.0; float sx =cos(0.123*time)*(p.x)*sin(7.6*p.x-0.5*time); float dy =1.1/(1000.*abs(p.y-sx)); float dy2 =(50.*abs(p.y-dy)); float dy3 =(150.*abs(p.y-dy)); gl_FragColor = vec4( vec3( .01, dy*dy3 ,dy2*.1),4); }
#ifdef GL_ES precision mediump float; #endif uniform vec2 resolution; uniform float time; mat2 m(float a) { float c=cos(a), s=sin(a*1.0); return mat2(c,-s,s,c); } float map(vec3 p) { p.xz *= m(time * 0.1);p.xy*= m(time * 0.1); vec3 q = p * 4.0 + time; return length(p+vec3(sin(time * 0.17))) * log(length(p) + 0.10) + sin(q.x + sin(q.z + sin(q.y))) * 1.8; } void main() { vec2 a = gl_FragCoord.xy / resolution.y - vec2(0.5, 0.5); vec3 cl = vec3(0.0); float d =0.15; for (int i = 0; i <= 5; i++) { vec3 p = vec3(0, 0, 4.0) + normalize(vec3(a, -1.0)) * d; float rz = map(p); float f = clamp((rz - map(p + 0.1)) * 0.5, -0.1, 1.0); vec3 l = vec3(0.1, 0.3, 0.44) + vec3(1.5, 1.0, 1.0) * f; cl = cl * l + smoothstep(0.5,0.31, rz) * 0.16 * l; d += min(rz, 1.0); } gl_FragColor = vec4(cl*8.0, 1.0); }
.global _start
_start:
mov r0,#1
mov r1,#3
push {r0,r1}
bl get_value
pop {r0,r1}
B end
get_value:
mov r0,#5
mov r1,#7
add r2,r0,r1
bx lr
end:
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 resolution;
uniform float time;
void main(void) {
float mx = max(resolution.x, resolution.y);
vec2 uv = gl_FragCoord.xy / mx;
vec2 center = resolution / mx * 0.5;
float t = time * 10.0;
gl_FragColor = vec4(cos(t+distance(uv, center) / 222.0)+1.0,
vec2(sin(t - distance(uv, center) * 76.0)) * 10.5,
1.0);
}
#define f length(fract(q*=m*=.6+.1*d++)-.5)
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float d = 0.;
//vec3 uv = vec3(fragCoord.xy / iResolution.xy,iTime*.2);
vec3 q = vec3(fragCoord.xy/iResolution.yy-13., iTime*.2);
mat3 m = mat3(-2,-1,2, 3,-2,1, -1,1,3);
vec3 col = vec3(pow(min(min(f,f),f), 7.)*40.);
fragColor = vec4(clamp(col + vec3(0., 0.35, 0.5), 0.0, 1.0), 1.0);
}
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 resolution;
uniform float time;
uniform vec4 mouse;
uniform vec4 date;
#define f length(fract(q*=m*=.6+.01*d++)-.5)
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float d = 0.91;
vec3 q = vec3(fragCoord.xy/resolution.yy-13., time*.2);
mat3 m = mat3(-2,-3,6, 3,-1,1, 0,3,1);
vec3 col = vec3(pow(min(min(f,f),f), 7.)*40.);
fragColor = vec4(clamp(col + vec3(0., 0.35, 0.5), 0.0, 1.0), 1.0);
}
void main() {
vec4 fragment_color;
mainImage(fragment_color, gl_FragCoord.xy);
gl_FragColor = fragment_color;
}
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 resolution;
uniform float time;
uniform vec4 mouse;
uniform vec4 date;
//#define time iTime
#define R resolution.xy
void mainImage( out vec4 fragC, in vec2 fC)
{
// vec2 pos = (fragCoord.xy/R.xy) * 8. - 4.;
vec2 pos = (fC.xy/R.xy) * 8. - 4.;
pos.x *= R.x / R.y;
float s = .25, f = .0, k = f;
vec3 p = vec3(pos, sin(time * .4) * .5 - .5)* s;
for( int i=0; i< 9; i++ )
{
p = abs(p)/dot(p,p)- 1.5;
k = length(p) ;
p = p*k+k;
}
f = dot(p,p)* s;
fragC= vec4(f*.5, f *1.2, f * 5., 0.111);;
}
void main() {
vec4 fragment_color;
mainImage(fragment_color, gl_FragCoord.xy);
gl_FragColor = fragment_color;
}
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 resolution;
uniform vec2 cameraAddent;
uniform mat2 cameraOrientation;
uniform samplerExternalOES cameraBack;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec2 st = cameraAddent + uv* cameraOrientation * vec2(tan(0.805),cos(0.31));
gl_FragColor= vec4(
texture2D(cameraBack, st*vec2(2.0,1.0)).rgb,0.1);
}