memoscan
← all memos

Memo 0x6e5ade28…afd566 on Ethereum

// ----------------------- CODE STARTS HERE -------------------------- // let TX; let TXN; let EID; let DIM; let WIDTH; let HEIGHT; let decPairs; let perlinSeed; let metadataObj = {}; getHashData = (transactionID) => { let transactions = [TX]; let transactionForTokenId = transactionID - 1; let tokenData = { hash: transactions[transactionForTokenId] }; decPairs = []; for (let i = 0; i < 32; i++) { decPairs.push(parseInt(tokenData.hash.substr(2 * i + 2, 2), 16)); } console.log("decPairs :", decPairs); } printMetadata = () => { metadataObj.traitName1 = "Change traitName and put your value here"; metadataObj.traitName2 = "Change traitName and put your value here"; metadataObj.traitName3 = "Change traitName and put your value here"; metadataObj.transactionHash = TX; console.log("metadata: ", metadataObj); } //----------------- ARTIST STARTS CUSTOM FUNCTIONS HERE -----------------// let HW = Math.min(window.innerWidth, window.innerHeight); let tShader; let SCALE; let wHW; let sGreen; let vShader, fShader; //------------------ ARTIST ENDS CUSTOM FUNCTIONS HERE ------------------// p.myCustomRedrawAccordingToNewPropsHandler = (props) => { if (props.transactionHash && props.square) { TX = props.transactionHash; TXN = props.tokenId; EID = props.editionId; WIDTH = window.innerWidth / props.square * 0.8; HEIGHT = window.innerHeight / props.square * 0.8; DIM = Math.min(WIDTH, HEIGHT); getHashData(1); // SEEDING p.randomSeed(+props.transactionHash.substr(0, 10)); perlinSeed = p.random(0, 255); p.noiseSeed(perlinSeed); console.log("randomSeed: ", +props.transactionHash.substr(0, 10)); console.log("noiseSeed: ", perlinSeed); console.log("transaction: ", TX); //--------------------- ARTIST STARTS SETUP HERE -----------------------// vShader = ` attribute vec3 aPosition; attribute vec2 aTexCoord; varying vec2 vTexCoord; uniform float u_frame2; void main() { vTexCoord = aTexCoord; vec4 positionVec4 = vec4(aPosition, 1.0); positionVec4.xy = positionVec4.xy * ${p.random() * 10 + 2} -1.; gl_Position = positionVec4; } `; fShader = ` precision mediump float; varying vec2 vTexCoord; uniform float u_frame; uniform vec2 u_resolution; void main() { vec2 coord = gl_FragCoord.xy/u_resolution.xy; coord ${p.random() > 0.5 ? "*" : "/"}= coord / ${p.random() * 10.0} -1.*${p.random() > 0.5 ? "sin" : "cos"}(u_frame*0.1); coord ${p.random() > 0.5 ? "*" : "+"}= vec2(${p.random() > 0.5 ? "sin" : "cos"}(u_frame)*10.1, -1. + ${p.random() > 0.5 ? "sin" : "cos"}(u_frame)); float dd = distance(coord, vec2(cos(coord.y), ${p.random() > 0.5 ? "sin" : "cos"}(coord.x))); float dd2 = distance(coord, vec2(cos(dd), ${p.random() > 0.5 ? "sin" : "cos"}(dd))); float dd3 = distance(coord, vec2(u_frame, ${p.random() > 0.5 ? "sin" : "cos"}(u_frame))); coord ${p.random() > 0.5 ? "*" : "+"}= vec2(${p.random() > 0.5 ? "sin" : "cos"}(u_frame)) / dd3; float dd4 = distance(coord, vec2(1, ${p.random() > 0.5 ? "sin" : "cos"}(u_frame))); float dd5 = smoothstep(u_frame, fract(dd3*dd2), ${p.random() > 0.5 ? "sin" : "cos"}(dd4)); dd ${p.random() > 0.5 ? "*" : "+"}= dd2 * dd3 / dd4*dd5; float ddf = mix(${p.random()}, ${p.random()}, dd5); vec3 df = vec3(${p.random() > 0.5 ? "sin" : "cos"}(fract(dd5)), ${p.random() > 0.5 ? "sin" : "cos"}(fract(${p.random() > 0.5 ? "dd2" : "dd3"})), ${p.random() > 0.5 ? "sin" : "cos"}(fract(dd3*0.1))); ddf ${p.random() > 0.5 ? "*" : "+"}= mix(${p.random()}, ${p.random() > 0.5 ? "sin" : "cos"}(u_frame), df.x); coord ${p.random() > 0.5 ? "*" : "+"}= vec2(${p.random() > 0.5 ? "df.y" : "df.z"}, df.z); coord ${p.random() > 0.5 ? "*" : "+"}= smoothstep(u_frame, df.x, ${p.random() > 0.5 ? "sin" : "cos"}(u_frame)); df ${p.random() > 0.5 ? "*" : "+"}= mix(sin(u_frame)*${p.random()}, ${p.random()}, ${p.random() > 0.5 ? "sin" : "cos"}(u_frame)); dd5 ${p.random() > 0.5 ? "*" : "+"}= dot(${p.random() > 0.5 ? "dd" : "dd2"}, ${p.random() > 0.5 ? "sin" : "cos"}(u_frame)); coord ${p.random() > 0.5 ? "*" : "+"}= mix(${p.random() > 0.5 ? "dd2" : "dd5"}, ${p.random() > 0.5 ? "sin" : "cos"}(u_frame), dd5); gl_FragColor = vec4(${p.random() > 0.5 ? "df.b" : "df.r"},fract(${p.random() > 0.5 ? "coord.x" : "coord.y"}/${p.random() > 0.5 ? "dd5" : "dd4"}),${p.random() > 0.5 ? "sin" : "cos"}(${p.random() > 0.5 ? "df.b" : "df.g"}*${p.random() > 0.5 ? "u_frame" : p.random()}),1./${p.random()}); } `; p.createCanvas(HW, HW, p.WEBGL); const gl = p.canvas.getContext('webgl') gl.disable(gl.DEPTH_TEST) p.frameRate(30); SCALE = HW / 400; wHW = 400 sGreen = (p.random()*1000)+500 tShader = p.createShader(vShader, fShader); p.pixelDensity(1) p.background(sGreen) //----------------------------------------------------------------------// printMetadata(); } p.redraw(); }; p.draw = () => { //-------------------- ARTIST STARTS DRAWING HERE ----------------------// //if (frameCount == 75) noLoop(); p.push(); p.translate(-HW / 2, -HW / 2); p.scale(SCALE); p.pop(); tShader.setUniform('u_resolution', [HW, HW]); tShader.setUniform('u_frame', (sGreen+p.frameCount)*0.005); p.shader(tShader); p.square(0, 0, wHW); p.resetShadep.random(); //----------------------------------------------------------------------// } // ------------------------- CODE ENDS HERE --------------------------- //
unknown sendersent to0x499f4943…3001·#15,151,516·view on Etherscan
// ----------------------- CODE STARTS HERE -------------------------- // let TX; let TXN; let EID; let DIM; let WIDTH; let HEIGHT; let decPairs; let perlinSeed; let metadataObj = {}; getHashData = (transactionID) => { let transactions = [TX]; let transactionForTokenId = transactionID - 1; let tokenData = { hash: transactions[transactionForTokenId] }; decPairs = []; for (let i = 0; i < 32; i++) { decPairs.push(parseInt(tokenData.hash.substr(2 * i + 2, 2), 16)); } console.log("decPairs :", decPairs); } printMetadata = () => { metadataObj.traitName1 = "Change traitName and put your value here"; metadataObj.traitName2 = "Change traitName and put your value here"; metadataObj.traitName3 = "Change traitName and put your value here"; metadataObj.transactionHash = TX; console.log("metadata: ", metadataObj); } //----------------- ARTIST STARTS CUSTOM FUNCTIONS HERE -----------------// let HW = Math.min(window.innerWidth, window.innerHeight); let tShader; let SCALE; let wHW; let sGreen; let vShader, fShader; //------------------ ARTIST ENDS CUSTOM FUNCTIONS HERE ------------------// p.myCustomRedrawAccordingToNewPropsHandler = (props) => { if (props.transactionHash && props.square) { TX = props.transactionHash; TXN = props.tokenId; EID = props.editionId; WIDTH = window.innerWidth / props.square * 0.8; HEIGHT = window.innerHeight / props.square * 0.8; DIM = Math.min(WIDTH, HEIGHT); getHashData(1); // SEEDING p.randomSeed(+props.transactionHash.substr(0, 10)); perlinSeed = p.random(0, 255); p.noiseSeed(perlinSeed); console.log("randomSeed: ", +props.transactionHash.substr(0, 10)); console.log("noiseSeed: ", perlinSeed); console.log("transaction: ", TX); //--------------------- ARTIST STARTS SETUP HERE -----------------------// vShader = ` attribute vec3 aPosition; attribute vec2 aTexCoord; varying vec2 vTexCoord; uniform float u_frame2; void main() { vTexCoord = aTexCoord; vec4 positionVec4 = vec4(aPosition, 1.0); positionVec4.xy = positionVec4.xy * ${p.random() * 10 + 2} -1.; gl_Position = positionVec4; } `; fShader = ` precision mediump float; varying vec2 vTexCoord; uniform float u_frame; uniform vec2 u_resolution; void main() { vec2 coord = gl_FragCoord.xy/u_resolution.xy; coord ${p.random() > 0.5 ? "*" : "/"}= coord / ${p.random() * 10.0} -1.*${p.random() > 0.5 ? "sin" : "cos"}(u_frame*0.1); coord ${p.random() > 0.5 ? "*" : "+"}= vec2(${p.random() > 0.5 ? "sin" : "cos"}(u_frame)*10.1, -1. + ${p.random() > 0.5 ? "sin" : "cos"}(u_frame)); float dd = distance(coord, vec2(cos(coord.y), ${p.random() > 0.5 ? "sin" : "cos"}(coord.x))); float dd2 = distance(coord, vec2(cos(dd), ${p.random() > 0.5 ? "sin" : "cos"}(dd))); float dd3 = distance(coord, vec2(u_frame, ${p.random() > 0.5 ? "sin" : "cos"}(u_frame))); coord ${p.random() > 0.5 ? "*" : "+"}= vec2(${p.random() > 0.5 ? "sin" : "cos"}(u_frame)) / dd3; float dd4 = distance(coord, vec2(1, ${p.random() > 0.5 ? "sin" : "cos"}(u_frame))); float dd5 = smoothstep(u_frame, fract(dd3*dd2), ${p.random() > 0.5 ? "sin" : "cos"}(dd4)); dd ${p.random() > 0.5 ? "*" : "+"}= dd2 * dd3 / dd4*dd5; float ddf = mix(${p.random()}, ${p.random()}, dd5); vec3 df = vec3(${p.random() > 0.5 ? "sin" : "cos"}(fract(dd5)), ${p.random() > 0.5 ? "sin" : "cos"}(fract(${p.random() > 0.5 ? "dd2" : "dd3"})), ${p.random() > 0.5 ? "sin" : "cos"}(fract(dd3*0.1))); ddf ${p.random() > 0.5 ? "*" : "+"}= mix(${p.random()}, ${p.random() > 0.5 ? "sin" : "cos"}(u_frame), df.x); coord ${p.random() > 0.5 ? "*" : "+"}= vec2(${p.random() > 0.5 ? "df.y" : "df.z"}, df.z); coord ${p.random() > 0.5 ? "*" : "+"}= smoothstep(u_frame, df.x, ${p.random() > 0.5 ? "sin" : "cos"}(u_frame)); df ${p.random() > 0.5 ? "*" : "+"}= mix(sin(u_frame)*${p.random()}, ${p.random()}, ${p.random() > 0.5 ? "sin" : "cos"}(u_frame)); dd5 ${p.random() > 0.5 ? "*" : "+"}= dot(${p.random() > 0.5 ? "dd" : "dd2"}, ${p.random() > 0.5 ? "sin" : "cos"}(u_frame)); coord ${p.random() > 0.5 ? "*" : "+"}= mix(${p.random() > 0.5 ? "dd2" : "dd5"}, ${p.random() > 0.5 ? "sin" : "cos"}(u_frame), dd5); gl_FragColor = vec4(${p.random() > 0.5 ? "df.b" : "df.r"},fract(${p.random() > 0.5 ? "coord.x" : "coord.y"}/${p.random() > 0.5 ? "dd5" : "dd4"}),${p.random() > 0.5 ? "sin" : "cos"}(${p.random() > 0.5 ? "df.b" : "df.g"}*${p.random() > 0.5 ? "u_frame" : p.random()}),1./${p.random()}); } `; p.createCanvas(HW, HW, p.WEBGL); const gl = p.canvas.getContext('webgl') gl.disable(gl.DEPTH_TEST) p.frameRate(30); SCALE = HW / 400; wHW = 400 sGreen = (p.random()*1000)+500 tShader = p.createShader(vShader, fShader); p.pixelDensity(1) p.background(sGreen) //----------------------------------------------------------------------// printMetadata(); } p.redraw(); }; p.draw = () => { //-------------------- ARTIST STARTS DRAWING HERE ----------------------// //if (frameCount == 75) noLoop(); p.push(); p.translate(-HW / 2, -HW / 2); p.scale(SCALE); p.pop(); tShader.setUniform('u_resolution', [HW, HW]); tShader.setUniform('u_frame', (sGreen+p.frameCount)*0.005); p.shader(tShader); p.square(0, 0, wHW); p.resetShadep.random(); //----------------------------------------------------------------------// } // ------------------------- CODE ENDS HERE --------------------------- //