0x51670901…7881sent to0x0a1bbd57…3676·#15,977,752·view on Etherscan
t=sH-50+"px",s.style.width=sW-50+"px"}function setupArt(){pg.translate(pg.width/R.rn(2,40),pg.height/R.rn(2,40)),chooseBlock()}function chooseBlock(){let s=R.rd();blockType=s<.2?"radiacion":s<.4?"dimensiones":s<.6?"casa_lluvia":s<.8?"cuevas":s<.9?"casa_multicolor":s<.93?"planeta_con_soles_cerca":s<.96?"casa":"planeta_con_soles_lejos"}function radiacion(s,d,e){for(let r=0;r<200;r+=1)pg.cone(5*r,30*d),pg.push(),pg.push(),pg.strokeWeight(8),pg.line(s/d,d/s,200*e*sin(r),200*e*cos(r)),pg.pop(),pg.rotateX(180),pg.pop(),pg.rotateY(PI*e*3e4)}function solo_lejos(s,d,e){for(let s=0;s<800;s+=1)pg.cylinder(s*R.rn(1,20),5*d),pg.ellipse(s/2,20*d,1140,1140),pg.push(),pg.stroke(250,50,50),pg.ellipse(s/2,2*d,300,300),pg.rotate(80),pg.ellipse(-s/2,2*-d,130,130),pg.pop()}function solo_agujero(s,d,e){for(let s=0;s<600;s+=1)pg.cylinder(4*s,50*d),pg.box(3*s,2*d),pg.ellipse(s/2,20*d,40,140),pg.push(),pg.stroke(250,50,50),pg.ellipse(s/2,2*d,300,300),pg.ellipse(-s/2,2*-d,130,130),pg.pop()}function casa_lluvia(s,d,e){for(let s=0;s<500;s+=1)pg.cone(s,20*d,9),pg.push(),pg.stroke(250,50,50),pg.strokeWeight(1),pg.ellipse(s,20*d,440,440),pg.pop(),pg.ellipse(s/2,20*d,300,300),pg.rotateY(PI*e*3e4),pg.rotateZ(PI*e*3e4)}function casa_lluvia_parasol(s,d,e){for(let s=0;s<1420;s+=R.rn(5,3.5))pg.box(s,300*d),pg.rotate(-PI*e*18)}function casa_brillo(s,d,e){for(let s=0;s<500;s+=1)pg.cone(s,20*d),pg.push(),pg.stroke(250,50,50),pg.strokeWeight(1),pg.ellipse(s,20*d,440,440),pg.pop(),pg.ellipse(s/2,20*d,300,300),pg.rotateY(PI*e*3e4),pg.rotateZ(PI*e*3e4)}function casa_blur(s,d,e){for(let s=0;s<500;s+=1)pg.cone(s,20*d),pg.push(),pg.stroke(250,50,50),pg.strokeWeight(1),pg.ellipse(s,20*d,440,440),pg.pop(),pg.ellipse(s/2,20*d,300,300),pg.rotateY(PI*e*3e4),pg.rotateZ(PI*e*3e4)}function casa_multicolor(s,d,e){for(let s=0;s<500;s+=1)pg.cone(s,20*d,9),pg.push(),pg.fill(R.rdb(250),50,50,70),pg.strokeWeight(1),pg.ellipse(99*s,20*d,440,1440),pg.pop(),pg.ellipse(s/2,20*d,300,1300),pg.rotateY(PI*e*3e4),pg.rotateZ(PI*e*3e4)}function dimensiones_inv(s,d,e){for(let s=0;s<400;s+=1)pg.cone(s,20*d),pg.ellipse(s/2,20*d,440,440),pg.push(),pg.stroke(250,50,50),pg.ellipse(s/2,2*d,300,300),pg.pop()}function dimensiones_inv_z(s,d,e){for(let s=0;s<400;s+=1)pg.cone(s,2*d),pg.ellipse(s/2,20*d,440,440),pg.push(),pg.stroke(250,50,50),pg.ellipse(s/2,2*d,300,300),pg.pop(),pg.rotateZ(PI*e*3e4)}function casa_lluvia_anexo(s,d,e){for(let s=0;s<420;s+=R.rn(5,50.5))pg.cone(s,300*d),pg.rotate(-PI*e*18)}function cuevas(s,d,e,r){for(let s=0;s<R.rn(300,1500);s+=2)pg.cone(s,d,9),r&&(pg.ellipse(s/2,20*d,440,640),pg.push(),pg.stroke(250,50,50),pg.ellipse(s/2,2*d,300,500),pg.pop())}shV="varying vec2 vTexCoord;attribute vec3 aPosition;attribute vec2 aTexCoord;void main() { vTexCoord = aTexCoord; vec4 positionVec4 = vec4(aPosition, 1.0); positionVec4.xy = positionVec4.xy * 2.0 - 1.0; gl_Position = positionVec4;}",shF="precision mediump float;varying vec2 vTexCoord;uniform sampler2D tex0;uniform vec2 tS,u_dir;uniform bool u_aB,u_bw,u_f, u_inv;uniform float u_time,u_pA,u_pB,u_pC,u_g,u_br,u_con,u_rgbr, u_rgbg, u_rgbb;float rd (vec2 st) { return fract(sin(dot(st.xy,vec2(12.9898,78.233)))*43758.5453123);}vec3 gB( sampler2D t, vec2 texUV, vec2 sS ){ vec3 colOut = vec3( 0.0 ); const int sC = 9;\tfloat gW[sC]; gW[0] = 0.10855; gW[1] = 0.13135; gW[2] = 0.10406; gW[3] = 0.07216; gW[4] = 0.04380; gW[5] = 0.02328; gW[6] = 0.01083; gW[7] = 0.00441; gW[8] = 0.00157;\tfloat gO[sC]; gO[0] = 0.66293; gO[1] = 2.47904; gO[2] = 4.46232; gO[3] = 6.44568; gO[4] = 8.42917; gO[5] = 10.41281; gO[6] = 12.39664; gO[7] = 14.38070; gO[8] = 16.36501;\tfor( int i = 0; i < sC; i++ ){ vec2 tCO = gO[i] * sS; vec3 col = texture2D( t, texUV + tCO ).xyz + texture2D( t, texUV - tCO ).xyz; col *= gW[i]; colOut += col; }\treturn colOut; } float dc(vec2 c, float r) { return step(length(c), r);}vec3 g(vec3 v, float p){ return vec3(pow(abs(v.r), p),pow(abs(v.g), p),pow(abs(v.b), p));}vec3 bC(vec3 v, float b, float c){ return (v - 0.5) * c + 0.5 + b;}void main() { vec2 uv = vTexCoord;\tfloat rnd = rd( uv*u_time);\tvec3 tN = vec3(0.5,0.5,0.5)*rnd; vec3 tI = texture2D(tex0,vec2(uv.x, 1. - uv.y)).xyz; vec3 cOut; vec3 b1 = gB(tex0, vec2(uv.x, 1. - uv.y), tS * u_dir); vec3 b2 = gB(tex0, vec2(uv.x, 1. - uv.y), tS * vec2(u_dir.x,u_dir.x)); vec3 b3 = gB(tex0, vec2(uv.x, 1. - uv.y), tS * vec2((u_dir.y+u_dir.x)/2.,(u_dir.y+u_dir.x)/2.)); b1 = 0.6*b1+0.2*b2+0.2*b3; cOut = bC(tI*(b1*u_pA+u_pB)+tN*u_pC+0.03*tN*(0.5+b1), u_br, u_con); cOut = cOut.rgb*vec3(u_rgbr,u_rgbg,u_rgbb).rgb;\tif (u_bw) { cOut = vec3(0.51 * cOut.r + 0.41 * cOut.g + 0.17 * cOut.b);\t} cOut = g(cOut,u_g); if (u_inv) { cOut = vec3(1.,1.,1.)-cOut;\t}\tgl_FragColor = vec4(cOut,1.0);\t}";