🐬
everyone is lying
Highlights
“Code is like humor. When you have to explain it, it’s bad.” –Cory House
"Anything can be done with one file" -CPScript
My favorite distro is debian. :P
Come play on my minecraft server!(Discord invite)
Click to expose; GLSL shader script ^^^^
#define BLACK_HOLE_RADIUS 1.0#define SCHWARZSCHILD_RADIUS 0.4#define ACCRETION_DISK_INNER 1.0#define ACCRETION_DISK_OUTER 4.0#define ACCRETION_DISK_THICKNESS 0.1#define DISK_TEMPERATURE_SCALE 1.5#define LENSING_STRENGTH 2.5#define DOPPLER_STRENGTH 1.2#define GRAVITATIONAL_REDSHIFT 0.9#define ROTATION_SPEED 0.2#define STAR_DENSITY 200.0#define DUST_DENSITY 0.4float hash(vec2 p) { p = fract(p * vec2(123.45, 678.91)); p += dot(p, p + 45.32); return fract(p.x * p.y);}float noise(vec2 p) { vec2 i = floor(p); vec2 f = fract(p); f = f * f * (3.0 - 2.0 * f); float a = hash(i); float b = hash(i + vec2(1.0, 0.0)); float c = hash(i + vec2(0.0, 1.0)); float d = hash(i + vec2(1.0, 1.0)); return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);}vec3 starField(vec2 uv, float time) { float stars1 = pow(noise(uv * STAR_DENSITY), 20.0) * 1.0; float stars2 = pow(noise(uv * STAR_DENSITY * 0.5 + 30.0), 20.0) * 1.5; float stars3 = pow(noise(uv * STAR_DENSITY * 0.25 + 10.0), 20.0) * 2.0; stars1 *= 0.8 + 0.2 * sin(time * 1.5 + uv.x * 10.0); stars2 *= 0.8 + 0.2 * sin(time * 0.7 + uv.y * 12.0); stars3 *= 0.8 + 0.2 * cos(time * 1.0 + uv.x * uv.y * 5.0); vec3 color1 = vec3(0.8, 0.9, 1.0) * stars1; vec3 color2 = vec3(1.0, 0.9, 0.7) * stars2; vec3 color3 = vec3(1.0, 0.6, 0.5) * stars3; return color1 + color2 + color3;}vec3 nebulaEffect(vec2 uv, float time) { vec3 nebula = vec3(0.0); float t = time * 0.05; float n1 = noise(uv * 1.0 + t); float n2 = noise(uv * 2.0 - t * 0.5); float n3 = noise(uv * 4.0 + t * 0.2); float nebulaNoise = pow(n1 * n2 * n3, 3.0) * DUST_DENSITY; nebula += vec3(0.2, 0.1, 0.3) * nebulaNoise * 2.0; nebula += vec3(0.1, 0.2, 0.4) * nebulaNoise * 1.5; nebula += vec3(0.3, 0.1, 0.2) * pow(n3, 4.0) * 0.8; return nebula;}vec3 dopplerShift(vec3 color, float velocity) { float doppler = 1.0 + velocity * DOPPLER_STRENGTH; return vec3( color.r * (velocity < 0.0 ? 1.0/doppler : 1.0), color.g, color.b * (velocity > 0.0 ? 1.0/doppler : 1.0) );}vec3 temperatureColor(float temperature) { vec3 color = vec3(1.0); color.r = pow(temperature, 1.5); color.g = pow(temperature, 2.0) * (1.0 - temperature * 0.5); color.b = pow(temperature, 3.0) * (1.0 - temperature * 0.8); color = normalize(color) * pow(temperature, 1.5); return color;}vec2 raytrace(vec2 uv, float radius, float lensStrength) { float r = length(uv); float theta = atan(uv.y, uv.x); float bendingFactor = lensStrength * SCHWARZSCHILD_RADIUS / max(r, 0.001); float bendingAmount = 1.0 / (1.0 + pow(r / radius, 2.0) * exp(-bendingFactor)); float newRadius = mix(r, radius * radius / r, bendingAmount); return vec2(cos(theta), sin(theta)) * newRadius;}void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y; float time = iTime * 0.5; vec2 lensedUV = raytrace(uv, BLACK_HOLE_RADIUS, LENSING_STRENGTH); float r = length(lensedUV); float theta = atan(lensedUV.y, lensedUV.x); float rotatedTheta = theta + time * ROTATION_SPEED; vec2 diskUV = vec2(r * cos(rotatedTheta), r * sin(rotatedTheta)); float diskDistance = abs(diskUV.y) / ACCRETION_DISK_THICKNESS; float diskRadius = length(diskUV); float diskMask = smoothstep(ACCRETION_DISK_INNER, ACCRETION_DISK_INNER + 0.1, diskRadius) * smoothstep(ACCRETION_DISK_OUTER + 0.1, ACCRETION_DISK_OUTER, diskRadius) * smoothstep(1.0, 0.0, diskDistance); float temperature = mix(0.3, 1.0, smoothstep(ACCRETION_DISK_OUTER, ACCRETION_DISK_INNER, diskRadius)) * DISK_TEMPERATURE_SCALE; vec3 diskColor = temperatureColor(temperature); float velocity = sin(rotatedTheta) * 0.8 * smoothstep(ACCRETION_DISK_OUTER, ACCRETION_DISK_INNER, diskRadius); diskColor = dopplerShift(diskColor, velocity); float redshiftFactor = mix(1.0, GRAVITATIONAL_REDSHIFT, smoothstep(ACCRETION_DISK_OUTER * 0.5, ACCRETION_DISK_INNER, diskRadius)); diskColor *= redshiftFactor; float blackHoleMask = 1.0 - smoothstep(SCHWARZSCHILD_RADIUS * 0.9, SCHWARZSCHILD_RADIUS, r); vec2 starUV = mix(uv, lensedUV, smoothstep(5.0, 1.0, length(uv))); vec3 stars = starField(starUV * 0.5, time); vec3 nebula = nebulaEffect(starUV * 0.2, time) * 0.3; float photonRing = smoothstep(SCHWARZSCHILD_RADIUS - 0.03, SCHWARZSCHILD_RADIUS, r) * smoothstep(SCHWARZSCHILD_RADIUS + 0.03, SCHWARZSCHILD_RADIUS, r); vec3 photonRingColor = vec3(1.0, 0.8, 0.6) * 5.0 * photonRing; float blueShiftGlow = pow(max(0.0, -sin(rotatedTheta)), 4.0) * diskMask * 2.0; vec3 blueShiftColor = vec3(0.5, 0.7, 1.0) * blueShiftGlow; vec3 color = vec3(0.0); color += (stars + nebula) * (1.0 - blackHoleMask); color += diskColor * diskMask * 3.0; color += photonRingColor; color += blueShiftColor; color += max(vec3(0.0), color - 1.0) * 0.5; color = pow(color, vec3(0.8)); color = (color - 0.1) * 1.1; fragColor = vec4(max(vec3(0.0), color), 1.0);}
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- Kitty-Tools
Kitty-Tools PublicThe Best Kahoot Hack Client for all devices (Windows, Linux, Web, Micro Controllers, Android, IOS)(TUI) (GUI) (kahoot cheats) (kahoot hacking) (kahoot API) (Easy To Use)
- USB-Ransom
USB-Ransom PublicUSB Ransomware, will encrypt SOME files and steal some, you can change what it steals... once its done, just unplug it from the PC u plugged it in. (some source code)
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