The pilot on my flight to Vegas said the cost to advertise (or do whatever, I assume) was $470,000/minute. I didn't verify the claim but it isn't too hard to believe and is pretty crazy, even if it's remotely true.
Write shaders for the (sim) Vegas sphere
41–50 of 91 posts
Re: Write shaders for the (sim) Vegas sphere
#42The sphere consumes so much solar energy that the sun dims a little when the sphere is switched on.
Re: Write shaders for the (sim) Vegas sphere
#43What is a shader?
Re: Write shaders for the (sim) Vegas sphere
#44Also check out the shaders at
But beware there's often idiot children posting NSFW shaders there, the mods don't monitor it very closely.
Re: Write shaders for the (sim) Vegas sphere
#45This reminds me of when Matt Parker let his viewers control his Christmas tree lights: https://youtu.be/v7eHTNm1YtU?si=GqK6oSZVHBJkjcib
Re: Write shaders for the (sim) Vegas sphere
#46The Sphere would be a great venue for hosting a Demo Party[0].
Re: Write shaders for the (sim) Vegas sphere
#47A big smiley face. :)
uniform float time;
varying vec2 vUv;
// https://iquilezles.org/articles/distfunctions2d/ (Thanks IQ!)
float sdRing( in vec2 p, in vec2 n, in float r, float th )
{
p.x = abs(p.x);
p = mat2x2(n.x,n.y,-n.y,n.x)*p;
return max( abs(length(p)-r)-th*0.5,
length(vec2(p.x,max(0.0,abs(r-p.y)-th*0.5)))*sign(p.x) );
}
void main() {
// create coordinates at visual centre (y coords doubled for circles)
vec2 centre = vec2(0.25, 0.25);
vec2 uv = vUv * vec2(1.0, 0.5) - centre;
// mirror x to get both eyes for the price of one, and find eye offset
float eyes = length(vec2(abs(uv.x), uv.y) - vec2(0.035, 0.03));
// carve them out using smoothstep
eyes = smoothstep(0.015, 0.016, eyes);
float mouth = sdRing(vec2(uv.x, -uv.y + 0.03), vec2(7), 0.65, 0.1);
mouth = smoothstep(0.02, 0.025, mouth);
float shade = min(eyes, mouth);
vec3 yellow = vec3(0.9, 0.7, 0.0);
vec3 color = shade * yellow;
gl_FragColor = vec4(color, 1.0);
}Re: Write shaders for the (sim) Vegas sphere
#48What is a shader?
Re: Write shaders for the (sim) Vegas sphere
#49Here is a slowly rotating checkerboard.
uniform float time;
varying vec2 vUv;
varying vec3 vNormal;
vec2 rot(vec2 uv, float angle) {
float c = cos(angle);
float s = sin(angle);
mat2 rot = mat2(s, -c, c, s);
return uv * rot;
}
void main(){
vec3 black = vec3(0.0);
vec3 white = vec3(1.0);
vec3 color = black;
vec2 uv = vUv;
uv = rot(uv, sin(time) * 0.05);
float boardSize = 24.0;
uv = uv * boardSize;
vec2 gridId = floor(uv);
if (mod(gridId.x + gridId.y, 2.0) Re: Write shaders for the (sim) Vegas sphere
#50Also check out the shaders at https://www.glslsandbox.com But beware there's often idiot children posting NSFW shaders there, the mods don't monitor it very closely.
Building up a body with a few hundred lines of GLSL is one thing, but constructing an orgy with just 11 is something else entirely.
I wonder what the Komoglorov complexity of "NSFW GLSL Content" is.
float orgy(vec2 p) {
float pl=0., expsmo=0.;
float t=sin(time*8.);
float a=-.35+t*.02;
p*=mat2(cos(a),sin(a),-sin(a),cos(a));
p=p*.07+vec2(.728,-.565)+t*.017+vec2(0.,t*.014);
for (int i=0; i
https://www.glslsandbox.com/e#108133.0