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View generate-ridiculous-zero.cpp
#define SUPPRESS_SUBSCRIPT_WARNING 1
#include <iostream>
#include <string>
#include <random>
const int kMaxDepth = 5;
std::string emptyString(int depth=0, bool singular=false)
{
View shader-stream-2019-01-09.glsl
#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients
uniform sampler1D texFFTIntegrated; // this is continually increasing
uniform sampler2D texChecker;
uniform sampler2D texNoise;
View trans-gba-bios-hack.txt
Replace 104 bytes at $3204 with the following.
This stores the animated color palette for the letters, and the static color palette for the shimmer.
16 70 E0 01 1E 68 B0 01 1F 7C F0 01 0B 64 E0 01
1D 50 60 01 1F 7C F0 01 0B 64 E0 01 1D 50 60 01
1F 7C F0 01 0B 64 E0 01 1D 50 60 01 1F 7C F0 01
0B 64 E0 01 1D 50 60 01 1F 7C F0 01 0B 64 E0 01
1D 50 60 01 1F 7C F0 01 0B 64 E0 01 1D 50 60 01
1F 7C F0 01 1F 7C F0 01 1F 7C F0 01 1F 7C F0 01
1F 00 FF 7F F7 5E EF 3D
View shader-stream-2018-11-21.glsl
#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients
uniform sampler1D texFFTIntegrated; // this is continually increasing
uniform sampler2D texChecker;
uniform sampler2D texNoise;
View shader-stream-2018-11-14.glsl
#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients
uniform sampler1D texFFTIntegrated; // this is continually increasing
uniform sampler2D texChecker;
uniform sampler2D texNoise;
View shader-stream-2018-11-07.glsl
#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients
uniform sampler1D texFFTIntegrated; // this is continually increasing
uniform sampler2D texChecker;
uniform sampler2D texNoise;
View shader-stream-2018-10-31.glsl
#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
//#define fGlobalTime 6
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
#define PI (acos(-1.))
View shader-stream-2018-10-17.glsl
#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
#define iTime fGlobalTime
#define CHROMA
#define pi acos(-1.)
View shader-stream-2018-10-03.glsl
#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything
#define iTime fGlobalTime
const float FONT_SCALE = 2;
const float POINT_SIZE = 1.5;
View shader-stream-2018-09-26.glsl
#version 410 core
const float BPM = 180.;
const float SPEED = BPM/60.;
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients
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