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Yuri Artiukh akella

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View basic.js
const canvasSketch = require("canvas-sketch");
const { fract, lerp, clamp, mapRange,clamp01,sign } = require('canvas-sketch-util/math');
const settings = {
// Enable an animation loop
animate: true,
// Set loop duration to 3 seconds
duration: 10,
// Use a small size for our GIF output
dimensions: [1080, 1920],
View perlin.glsl
// Classic Perlin 3D Noise
// by Stefan Gustavson
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
float cnoise(vec3 P){
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
View canvas.js
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Document</title>
</head>
<body>
<canvas id="my" width="640" height="640"></canvas>
View sw.js
// 0)
if ('serviceWorker' in navigator) {
console.log('IT IS!');
window.addEventListener('load', () => {
navigator.serviceWorker.register('/sw.js').then(registration => {
console.log('SW registered: ', registration);
}).catch(registrationError => {
console.log('SW registration failed: ', registrationError);
});
View rotate.glsl
mat4 rotationMatrix(vec3 axis, float angle) {
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
View sketch.js
const canvasSketch = require('canvas-sketch');
const { lerp } = require('canvas-sketch-util/math');
const settings = {
dimensions: [ 2048, 2048 ]
};
let count = 10;
const createGrid = () => {
const points = [];
View flake.ks
let maxLevel = 2;
let branches = 2;
can.width = 500;
can.height = 500;
let angle = 0.3;
ctx.translate(can.width / 2, can.height / 2);
View warp.glsl
vec2 warp(vec2 pos, vec2 amplitude)
{
pos = pos * 2.0-1.0;
pos.x *= 1.0 - (pos.y*pos.y)*amplitude.x * 0.2;
pos.y *= 1.0 + (pos.x*pos.x)*amplitude.y;
return pos*0.5 + 0.5;
}
@akella
akella / urls.txt
Last active Oct 20, 2018
generative art lecture urls
View urls.txt
https://fex.net/378647528484
https://www.instagram.com/mattdesl_art/
https://www.instagram.com/zach.lieberman/
https://www.instagram.com/davebeesbombs/
https://www.instagram.com/quasimondo/
https://openprocessing.org
https://jaywrkr.mybluemix.net/
@akella
akella / start.html
Created Sep 23, 2018
Starting 2d canvas template
View start.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Canvas</title>
<style>*{margin:0;padding:0}</style>
</head>
<body>
<script>
let canv = document.createElement('canvas');
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