13 auto *e = ctx.mEngine.get();
16 e->timings.master_speed = 0.01;
20 e->timings.ratio[0] = 0.01;
21 e->timings.ratio[1] = 0.011;
22 e->timings.ratio[2] = 0.013;
23 e->timings.ratio[3] = 0.33 * w;
24 e->timings.ratio[4] = 0.36 * w;
25 e->timings.ratio[5] = 0.38 * w;
26 e->timings.ratio[6] = 0.0003;
28 e->timings.offset[0] = 0;
29 e->timings.offset[1] = 100;
30 e->timings.offset[2] = 200;
31 e->timings.offset[3] = 300;
32 e->timings.offset[4] = 400;
33 e->timings.offset[5] = 500;
34 e->timings.offset[6] = 600;
36 e->calculate_oscillators(e->timings);
38 for (
int x = 0;
x < e->num_x;
x++) {
39 for (
int y = 0;
y < e->num_y;
y++) {
45 3 + e->distance[
x][
y] +
46 3 *
fl::sinf(0.25 * e->distance[
x][
y] - e->move.radial[3]);
47 e->animation.angle = e->polar_theta[
x][
y] + e->move.noise_angle[0] +
48 e->move.noise_angle[6];
50 e->animation.scale_x = 0.1 * s;
51 e->animation.scale_y = 0.1 * s;
52 e->animation.offset_z = 10 * e->move.linear[0];
53 e->animation.offset_y = -5 * r * e->move.linear[0];
54 e->animation.offset_x = 10;
55 e->animation.low_limit = 0;
56 e->show1 = e->render_value(e->animation);
59 4 + e->distance[
x][
y] +
60 4 *
fl::sinf(0.24 * e->distance[
x][
y] - e->move.radial[4]);
61 e->animation.angle = e->polar_theta[
x][
y] + e->move.noise_angle[1] +
62 e->move.noise_angle[6];
64 e->animation.scale_x = 0.1 * s;
65 e->animation.scale_y = 0.1 * s;
66 e->animation.offset_z = 0.1 * e->move.linear[1];
67 e->animation.offset_y = -5 * r * e->move.linear[1];
68 e->animation.offset_x = 100;
69 e->animation.low_limit = 0;
70 e->show2 = e->render_value(e->animation);
73 5 + e->distance[
x][
y] +
74 5 *
fl::sinf(0.23 * e->distance[
x][
y] - e->move.radial[5]);
75 e->animation.angle = e->polar_theta[
x][
y] + e->move.noise_angle[2] +
76 e->move.noise_angle[6];
78 e->animation.scale_x = 0.1 * s;
79 e->animation.scale_y = 0.1 * s;
80 e->animation.offset_z = 0.1 * e->move.linear[2];
81 e->animation.offset_y = -5 * r * e->move.linear[2];
82 e->animation.offset_x = 1000;
83 e->animation.low_limit = 0;
84 e->show3 = e->render_value(e->animation);
86 e->show4 = e->colordodge(e->show1, e->show2);
89 e->distance[
x][
y] / 14);
91 e->pixel.red = rad * ((e->show1 + e->show2) + e->show3);
92 e->pixel.green = (((e->show2 + e->show3) * 0.8) - 90) * rad;
93 e->pixel.blue = e->show4 * 0.2;
95 e->pixel = e->rgb_sanity_check(e->pixel);
97 e->setPixelColorInternal(
x,
y, e->pixel);
108 auto *e = ctx.mEngine.get();
112 const fl::u8 *perm = PERLIN_NOISE;
114 e->timings.master_speed = 0.01;
118 e->timings.ratio[0] = 0.01;
119 e->timings.ratio[1] = 0.011;
120 e->timings.ratio[2] = 0.013;
121 e->timings.ratio[3] = 0.33 * w;
122 e->timings.ratio[4] = 0.36 * w;
123 e->timings.ratio[5] = 0.38 * w;
124 e->timings.ratio[6] = 0.0003;
126 e->timings.offset[0] = 0;
127 e->timings.offset[1] = 100;
128 e->timings.offset[2] = 200;
129 e->timings.offset[3] = 300;
130 e->timings.offset[4] = 400;
131 e->timings.offset[5] = 500;
132 e->timings.offset[6] = 600;
134 e->calculate_oscillators(e->timings);
136 for (
int x = 0;
x < e->num_x;
x++) {
137 for (
int y = 0;
y < e->num_y;
y++) {
143 3 + e->distance[
x][
y] +
144 3 *
fl::sinf(0.25 * e->distance[
x][
y] - e->move.radial[3]);
145 e->animation.angle = e->polar_theta[
x][
y] + e->move.noise_angle[0] +
146 e->move.noise_angle[6];
148 e->animation.scale_x = 0.1 * s;
149 e->animation.scale_y = 0.1 * s;
150 e->animation.offset_z = 10 * e->move.linear[0];
151 e->animation.offset_y = -5 * r * e->move.linear[0];
152 e->animation.offset_x = 10;
153 e->animation.low_limit = 0;
157 4 + e->distance[
x][
y] +
158 4 *
fl::sinf(0.24 * e->distance[
x][
y] - e->move.radial[4]);
159 e->animation.angle = e->polar_theta[
x][
y] + e->move.noise_angle[1] +
160 e->move.noise_angle[6];
162 e->animation.scale_x = 0.1 * s;
163 e->animation.scale_y = 0.1 * s;
164 e->animation.offset_z = 0.1 * e->move.linear[1];
165 e->animation.offset_y = -5 * r * e->move.linear[1];
166 e->animation.offset_x = 100;
167 e->animation.low_limit = 0;
171 5 + e->distance[
x][
y] +
172 5 *
fl::sinf(0.23 * e->distance[
x][
y] - e->move.radial[5]);
173 e->animation.angle = e->polar_theta[
x][
y] + e->move.noise_angle[2] +
174 e->move.noise_angle[6];
176 e->animation.scale_x = 0.1 * s;
177 e->animation.scale_y = 0.1 * s;
178 e->animation.offset_z = 0.1 * e->move.linear[2];
179 e->animation.offset_y = -5 * r * e->move.linear[2];
180 e->animation.offset_x = 1000;
181 e->animation.low_limit = 0;
184 e->show4 = e->colordodge(e->show1, e->show2);
187 e->distance[
x][
y] / 14);
189 e->pixel.red = rad * ((e->show1 + e->show2) + e->show3);
190 e->pixel.green = (((e->show2 + e->show3) * 0.8) - 90) * rad;
191 e->pixel.blue = e->show4 * 0.2;
193 e->pixel = e->rgb_sanity_check(e->pixel);
195 e->setPixelColorInternal(
x,
y, e->pixel);