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#p5v2 — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #p5v2, aggregated by home.social.

  1. #genuary 31: shaders. Well, it's been mostly shaders this whole month, but here's one more, making a disco ball with starburst lens flares. openprocessing.org/sketch/2860 #p5js #p5v2

  2. #genuary 31: shaders. Well, it's been mostly shaders this whole month, but here's one more, making a disco ball with starburst lens flares. openprocessing.org/sketch/2860 #p5js #p5v2

  3. #genuary 31: shaders. Well, it's been mostly shaders this whole month, but here's one more, making a disco ball with starburst lens flares. openprocessing.org/sketch/2860 #p5js #p5v2

  4. #genuary 31: shaders. Well, it's been mostly shaders this whole month, but here's one more, making a disco ball with starburst lens flares. openprocessing.org/sketch/2860 #p5js #p5v2

  5. #genuary 31: shaders. Well, it's been mostly shaders this whole month, but here's one more, making a disco ball with starburst lens flares. openprocessing.org/sketch/2860 #p5js #p5v2

  6. #genuary 30, it's not a bug, it's a feature. WebGL clips away surfaces that are too close or far from the camera. You can control that distance. I've used that to make an x-ray thing here, featuring this completely not cursed creative coded person. openprocessing.org/sketch/2860 #p5v2 #p5js

  7. #genuary 30, it's not a bug, it's a feature. WebGL clips away surfaces that are too close or far from the camera. You can control that distance. I've used that to make an x-ray thing here, featuring this completely not cursed creative coded person. openprocessing.org/sketch/2860 #p5v2 #p5js

  8. #genuary 30, it's not a bug, it's a feature. WebGL clips away surfaces that are too close or far from the camera. You can control that distance. I've used that to make an x-ray thing here, featuring this completely not cursed creative coded person. openprocessing.org/sketch/2860 #p5v2 #p5js

  9. #genuary 30, it's not a bug, it's a feature. WebGL clips away surfaces that are too close or far from the camera. You can control that distance. I've used that to make an x-ray thing here, featuring this completely not cursed creative coded person. openprocessing.org/sketch/2860 #p5v2 #p5js

  10. #genuary 30, it's not a bug, it's a feature. WebGL clips away surfaces that are too close or far from the camera. You can control that distance. I've used that to make an x-ray thing here, featuring this completely not cursed creative coded person. openprocessing.org/sketch/2860 #p5v2 #p5js

  11. #genuary 29: evolution. I've recreated/evolved a sketch from a Processing alpha from 2002 up to current p5. Writeup here: davepagurek.com/blog/sketch-ev #p5v2 #p5js #processing

  12. #genuary 29: evolution. I've recreated/evolved a sketch from a Processing alpha from 2002 up to current p5. Writeup here: davepagurek.com/blog/sketch-ev #p5v2 #p5js #processing

  13. #genuary 29: evolution. I've recreated/evolved a sketch from a Processing alpha from 2002 up to current p5. Writeup here: davepagurek.com/blog/sketch-ev #p5v2 #p5js #processing

  14. #genuary 29: evolution. I've recreated/evolved a sketch from a Processing alpha from 2002 up to current p5. Writeup here: davepagurek.com/blog/sketch-ev #p5v2 #p5js #processing

  15. #genuary 29: evolution. I've recreated/evolved a sketch from a Processing alpha from 2002 up to current p5. Writeup here: davepagurek.com/blog/sketch-ev #p5v2 #p5js #processing

  16. #genuary 28: No libraries, just HTML. Here what basically amounts to a fragment shader, but done by checking and unchecking a grid of checkboxes. openprocessing.org/sketch/2858 #p5js #p5v2

  17. #genuary 28: No libraries, just HTML. Here what basically amounts to a fragment shader, but done by checking and unchecking a grid of checkboxes. openprocessing.org/sketch/2858 #p5js #p5v2

  18. #genuary 28: No libraries, just HTML. Here what basically amounts to a fragment shader, but done by checking and unchecking a grid of checkboxes. openprocessing.org/sketch/2858 #p5js #p5v2

  19. #genuary 28: No libraries, just HTML. Here what basically amounts to a fragment shader, but done by checking and unchecking a grid of checkboxes. openprocessing.org/sketch/2858 #p5js #p5v2

  20. #genuary 28: No libraries, just HTML. Here what basically amounts to a fragment shader, but done by checking and unchecking a grid of checkboxes. openprocessing.org/sketch/2858 #p5js #p5v2

  21. #genuary 27: lifeform. Here's a frog. A p5.strands shader warps it in an arc as it jumps. openprocessing.org/sketch/2857 #p5js #p5v2

  22. #genuary 27: lifeform. Here's a frog. A p5.strands shader warps it in an arc as it jumps. openprocessing.org/sketch/2857 #p5js #p5v2

  23. #genuary 27: lifeform. Here's a frog. A p5.strands shader warps it in an arc as it jumps. openprocessing.org/sketch/2857 #p5js #p5v2

  24. #genuary 27: lifeform. Here's a frog. A p5.strands shader warps it in an arc as it jumps. openprocessing.org/sketch/2857 #p5js #p5v2

  25. #genuary 27: lifeform. Here's a frog. A p5.strands shader warps it in an arc as it jumps. openprocessing.org/sketch/2857 #p5js #p5v2

  26. #genuary 26: recursive grids. Tap the square and it will shatter! This is done by recursively picking a line on each shape and then cutting it in two along that line. openprocessing.org/sketch/2856 #p5v2 #p5js

  27. #genuary 26: recursive grids. Tap the square and it will shatter! This is done by recursively picking a line on each shape and then cutting it in two along that line. openprocessing.org/sketch/2856 #p5v2 #p5js

  28. #genuary 26: recursive grids. Tap the square and it will shatter! This is done by recursively picking a line on each shape and then cutting it in two along that line. openprocessing.org/sketch/2856 #p5v2 #p5js

  29. #genuary 26: recursive grids. Tap the square and it will shatter! This is done by recursively picking a line on each shape and then cutting it in two along that line. openprocessing.org/sketch/2856 #p5v2 #p5js

  30. #genuary 26: recursive grids. Tap the square and it will shatter! This is done by recursively picking a line on each shape and then cutting it in two along that line. openprocessing.org/sketch/2856 #p5v2 #p5js

  31. #genuary 25: organic geometry. Here are a bunch of bugs made of stretched spheres and cylinders, moving around using some noise, with ap5.strands shader bump mapping and doing a bit of iridescence. openprocessing.org/sketch/2856 #p5js #p5v2

  32. #genuary 25: organic geometry. Here are a bunch of bugs made of stretched spheres and cylinders, moving around using some noise, with ap5.strands shader bump mapping and doing a bit of iridescence. openprocessing.org/sketch/2856 #p5js #p5v2

  33. #genuary 25: organic geometry. Here are a bunch of bugs made of stretched spheres and cylinders, moving around using some noise, with ap5.strands shader bump mapping and doing a bit of iridescence. openprocessing.org/sketch/2856 #p5js #p5v2

  34. #genuary 25: organic geometry. Here are a bunch of bugs made of stretched spheres and cylinders, moving around using some noise, with ap5.strands shader bump mapping and doing a bit of iridescence. openprocessing.org/sketch/2856 #p5js #p5v2

  35. #genuary 25: organic geometry. Here are a bunch of bugs made of stretched spheres and cylinders, moving around using some noise, with ap5.strands shader bump mapping and doing a bit of iridescence. openprocessing.org/sketch/2856 #p5js #p5v2

  36. #genuary 23: Transparency. Started as practice for some other projects. Uses some CSG and some p5.strands shaders to update how light is mixed together when the base material colour is transparent. openprocessing.org/sketch/2855 #p5js #p5v2

  37. #genuary 23: Transparency. Started as practice for some other projects. Uses some CSG and some p5.strands shaders to update how light is mixed together when the base material colour is transparent. openprocessing.org/sketch/2855 #p5js #p5v2

  38. #genuary 23: Transparency. Started as practice for some other projects. Uses some CSG and some p5.strands shaders to update how light is mixed together when the base material colour is transparent. openprocessing.org/sketch/2855 #p5js #p5v2

  39. #genuary 23: Transparency. Started as practice for some other projects. Uses some CSG and some p5.strands shaders to update how light is mixed together when the base material colour is transparent. openprocessing.org/sketch/2855 #p5js #p5v2

  40. #genuary 23: Transparency. Started as practice for some other projects. Uses some CSG and some p5.strands shaders to update how light is mixed together when the base material colour is transparent. openprocessing.org/sketch/2855 #p5js #p5v2

  41. #genuary 22: plotter ready. Here's a 3D rendering in p5, with a dithered shader applied, and then the opaque pixels are turned into dots in an SVG! openprocessing.org/sketch/2854 #p5js #p5v2

  42. #genuary 22: plotter ready. Here's a 3D rendering in p5, with a dithered shader applied, and then the opaque pixels are turned into dots in an SVG! openprocessing.org/sketch/2854 #p5js #p5v2

  43. #genuary 22: plotter ready. Here's a 3D rendering in p5, with a dithered shader applied, and then the opaque pixels are turned into dots in an SVG! openprocessing.org/sketch/2854 #p5js #p5v2

  44. #genuary 22: plotter ready. Here's a 3D rendering in p5, with a dithered shader applied, and then the opaque pixels are turned into dots in an SVG! openprocessing.org/sketch/2854 #p5js #p5v2

  45. #genuary 22: plotter ready. Here's a 3D rendering in p5, with a dithered shader applied, and then the opaque pixels are turned into dots in an SVG! openprocessing.org/sketch/2854 #p5js #p5v2