12 {
13 auto *e = ctx.mEngine.get();
14 e->get_ready();
15
16 e->timings.master_speed = 0.004;
17 e->timings.ratio[0] = 0.02;
18 e->timings.ratio[1] = 0.03;
19 e->timings.ratio[2] = 0.04;
20 e->timings.ratio[3] = 0.05;
21 e->timings.ratio[4] = 0.6;
22 e->timings.offset[0] = 0;
23 e->timings.offset[1] = 100;
24 e->timings.offset[2] = 200;
25 e->timings.offset[3] = 300;
26 e->timings.offset[4] = 400;
27
28 e->calculate_oscillators(e->timings);
29
30 for (
int x = 0;
x < e->num_x;
x++) {
31 for (
int y = 0;
y < e->num_y;
y++) {
32 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[0]) / 3;
33 e->animation.angle = 2 * e->polar_theta[
x][
y] +
34 3 * e->move.noise_angle[0] + e->move.radial[4];
35 e->animation.scale_x = 0.1;
36 e->animation.scale_y = 0.1;
37 e->animation.scale_z = 0.1;
38 e->animation.offset_y = 2 * e->move.linear[0];
39 e->animation.offset_x = 2 * e->move.linear[1];
40 e->animation.offset_z = 0;
41 e->animation.z = e->move.linear[0];
42 float show1 = e->render_value(e->animation);
43
44 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[1]) / 3;
45 e->animation.angle = 2 * e->polar_theta[
x][
y] +
46 3 * e->move.noise_angle[1] + e->move.radial[4];
47 e->animation.offset_x = 2 * e->move.linear[1];
48 e->animation.offset_y = show1 / 20.0;
49 e->animation.z = e->move.linear[1];
50 float show2 = e->render_value(e->animation);
51
52 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[2]) / 3;
53 e->animation.angle = 2 * e->polar_theta[
x][
y] +
54 3 * e->move.noise_angle[2] + e->move.radial[4];
55 e->animation.offset_y = 2 * e->move.linear[2];
56 e->animation.offset_x = show2 / 20.0;
57 e->animation.z = e->move.linear[2];
58 float show3 = e->render_value(e->animation);
59
60 e->animation.dist = e->distance[
x][
y] * (2 + e->move.directional[3]) / 3;
61 e->animation.angle = 2 * e->polar_theta[
x][
y] +
62 3 * e->move.noise_angle[3] + e->move.radial[4];
63 e->animation.offset_x = 2 * e->move.linear[3];
64 e->animation.offset_y = show3 / 20.0;
65 e->animation.z = e->move.linear[3];
66 float show4 = e->render_value(e->animation);
67
68 float radius = e->radial_filter_radius;
69
70 e->pixel.red = show1 * (
y + 1) / e->num_y;
71 e->pixel.green = show3 * e->distance[
x][
y] / 10;
72 e->pixel.blue = (show2 + show4) / 2;
73 if (e->distance[
x][
y] > radius) {
74 e->pixel.red = 0;
75 e->pixel.green = 0;
76 e->pixel.blue = 0;
77 }
78
79 e->pixel = e->rgb_sanity_check(e->pixel);
80 e->setPixelColorInternal(
x,
y, e->pixel);
81 }
82 }
83}