@YoheiNishitsuji: #TweetGLSL float i,e,R,s;vec3 q,p,d=vec3((FC.xy-.5*r)/r.y,.6);for(q.z--;i++<97.;i>86.){o.rgb+=hsv(.08,-e,e/5e1)+.003;p=q…

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A Twitter post sharing a compact GLSL shader program (fractal/raymarching implementation) by user @YoheiNishitsuji

#つぶやきGLSL float i,e,R,s;vec3 q,p,d=vec3((FC.xy-.5*r)/r.y,.6);for(q.z--;i++&lt;97.;i&gt;86.){o.rgb+=hsv(.08,-e,e/5e1)+.003;p=q+=d*max(e,.02)*R*.2;p=vec3(log2(R=length(p))-t*.5,e=asin(-p.z/R-.001)-1.5,atan(p.x,p.y))-1.;for(s=1.;s&lt;8e2;s+=s)e+=abs(dot(sin(p.zyx*s),cos(p.yxz*s)))/s*.8;} https://t.co/F5WnVWoxtb
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#TweetGLSL float i,e,R,s;vec3 q,p,d=vec3((FC.xy-.5r)/r.y,.6);for(q.z–;i++<97.;i>86.){o.rgb+=hsv(.08,-e,e/5e1)+.003;p=q+=dmax(e,.02)R.2;p=vec3(log2(R=length(p))-t*.5,e=asin(-p.z/R-.001)-1.5,atan(p.x,p.y))-1.;for(s=1.;s<8e2;s+=s)e+=abs(dot(sin(p.zyxs),cos(p.yxzs)))/s*.8;} https://t.co/F5WnVWoxtb

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