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Just amazing! ANDES by p01


rich
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Look at this source code:

<canvas id="c"></canvas><script>var c = document.getElementsByTagName('canvas')[0],S=String.fromCharCode,t=0,i=-1300; // roughly -size of the unpacked script</script><script>// The unpacked code of ANDES c.outerHTML='<canvas width=768 height=432 id=d style=position:fixed;left:0;top:0;width:100%;height:100%;background:#210>';for(x in g=d.getContext('experimental-webgl'))g[x[0]+x[6]]=g[x];with(g){for(p=cP();s=cS(t+35632);ce(s),aS(p,s))sS(s,t++?'attribute vec4 t;void main(){gl_Position=t;}':'precision lowp float;uniform float t;float a(vec4 r,int d){float f=0.,s=32.;for(int i=0;i<48;i++)if(i<d){vec4 n=fract(r/32.)-.5;f+=(n.x*n.x+n.z*n.z)*s;s*=.5;r.xz*=mat2(1.2,1.4,-1.4,1.2);}return f;}float f(inout vec4 r,vec4 y,int d){float f=0.,s=32.;for(int i=0;i<48;i++)if(.1<s&&f<32.){f+=s=(r.y-a(r,d))*.3;r+=s*y;}return f;}void main(){vec4 r=vec4(1.2+cos(t/8.)*8.,24.+cos(t*.3),t,0.),y=normalize(vec4(gl_FragCoord.xy/vec2(24.,13.5)-16.+cos(t),8.,0.)),m=vec4(.1,0.,min(1.,f(r,y,8)/32.),0.);gl_FragColor=mix(vec4(f(r,normalize(vec4(a(r+m.xyyy,8),a(r+m.yxyy,8),a(r+m.yyxy,8),a(r,8))-a(r,8)),2)/32.),vec4(.8,1.2,1.4,1.)*y.z,m.z)-pow(t/32.-1.,32.);}');vA(eV(bf(34962,cB())),2,5126,lo(p),ug(p),bD(34962,new Float32Array([1,1,1,-3,-3,1]),34962+82));for(r=q='data:audio/wav;base64,UklGRiQAAABXQVZFZm10IBAAAAABAAEA5h0AAOYdAAABAAgA';t<5e5;t++)q+=S(Math.random()+t/(32.+Math.cos(t/8.))%5);o=new Audio(r+btoa(q));m=function(){dr(4,uniform1f(gf(p,'t'),o.currentTime),3);requestAnimationFrame(m)};m(o.play())}</script>

Now watch what it does :) (WebGL required)

 

http://www.p01.org/releases/ANDES/andes.16x10.unpacked.htm

 

Utterly amazing stuff as usual. Full info here: http://www.p01.org/releases/ANDES/

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Cute way to shorten the names of WebGL functions. Also clever usage of undefined type conversions in the gl.vertexAttribPointer function. There's an unnecessary calculation in the gl.bufferData function though, my guess is that 34962 was initially assigned to a variable.

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