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Creative Coding Art Source Code As you purchase and own this NFT of interactive Art source code, you are authorized to integrate or build upon in personal or commercial projects such as websites, web apps, and web templates intended for sale.

//noprotect
const frag = `
	#ifdef GL_ES
	precision mediump float;
	#endif

  #define PI 3.141592653589793
  #define TAU 6.283185307179586

	uniform vec2 u_resolution;
	uniform vec2 u_mouse;
	uniform float u_time;
	uniform sampler2D tex0;

	varying vec2 vTexCoord;
  
#define pow2(x) (x * x)

const int samples = 8;
const float sigma = float(samples) * 0.25;

float gaussian(vec2 i) {
    return 1.0 / (2.0 * PI * pow2(sigma)) * exp(-((pow2(i.x) + pow2(i.y)) / (2.0 * pow2(sigma))));
}

vec3 blur(sampler2D sp, vec2 uv, vec2 scale) {
    vec3 col = vec3(0.0);
    float accum = 0.0;
    float weight;
    vec2 offset;
    
    for (int x = -samples / 2; x < samples / 2; ++x) {
        for (int y = -samples / 2; y < samples / 2; ++y) {
            offset = vec2(x, y);
            weight = gaussian(offset);
            col += texture2D(sp, uv + scale * offset).rgb * weight;
            accum += weight;
        }
    }
    
    return col / accum;
}


	float rand(vec2 c){
		return fract(sin(dot(c.xy ,vec2(12.9898,78.233))) * 43758.5453);
	}

	//	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
		Pi0 = mod(Pi0, 289.0);
		Pi1 = mod(Pi1, 289.0);
		vec3 Pf0 = fract(P); // Fractional part for interpolation
		vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
		vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
		vec4 iy = vec4(Pi0.yy, Pi1.yy);
		vec4 iz0 = Pi0.zzzz;
		vec4 iz1 = Pi1.zzzz;

		vec4 ixy = permute(permute(ix) + iy);
		vec4 ixy0 = permute(ixy + iz0);
		vec4 ixy1 = permute(ixy + iz1);

		vec4 gx0 = ixy0 / 7.0;
		vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
		gx0 = fract(gx0);
		vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
		vec4 sz0 = step(gz0, vec4(0.0));
		gx0 -= sz0 * (step(0.0, gx0) - 0.5);
		gy0 -= sz0 * (step(0.0, gy0) - 0.5);

		vec4 gx1 = ixy1 / 7.0;
		vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
		gx1 = fract(gx1);
		vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
		vec4 sz1 = step(gz1, vec4(0.0));
		gx1 -= sz1 * (step(0.0, gx1) - 0.5);
		gy1 -= sz1 * (step(0.0, gy1) - 0.5);

		vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
		vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
		vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
		vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
		vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
		vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
		vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
		vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

		vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
		g000 *= norm0.x;
		g010 *= norm0.y;
		g100 *= norm0.z;
		g110 *= norm0.w;
		vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
		g001 *= norm1.x;
		g011 *= norm1.y;
		g101 *= norm1.z;
		g111 *= norm1.w;

		float n000 = dot(g000, Pf0);
		float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
		float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
		float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
		float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
		float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
		float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
		float n111 = dot(g111, Pf1);

		vec3 fade_xyz = fade(Pf0);
		vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
		vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
		float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
		return 2.2 * n_xyz;
	}


	void main(){

		vec2 st = vTexCoord;
		vec2 stDistorted = st*1.0001+vec2(cnoise(vec3(vTexCoord*500.,u_time*2.)),
															 cnoise(vec3(vTexCoord*500.,u_time*2.+100.)))*0.12
												;
		
 		st.y = 1.0 - st.y;
 		stDistorted.y = 1.0 - stDistorted.y;
		vec3 color = vec3(0.);
		
		vec3 tex = blur(tex0,st,vec2(0.01));
		// vec4 texg = texture2D(tex0,sin(st*30.+u_time)*st);
		// vec4 texb = texture2D(tex0,sin(st*20.+u_time)*st);
		
		float d = distance(stDistorted,u_mouse);
		float d2 = distance(stDistorted,u_mouse+vec2(cos(u_time),sin(u_time))*0.1 );
		float d3 = distance(stDistorted,u_mouse+vec2(cos(u_time+PI),sin(u_time+PI))*0.1);
		color.r+=smoothstep(0.1+sin(u_time+.1)*0.05,0.01,d)*(sin(u_time*1.)+1.) ;
		color.g+=smoothstep(0.1+sin(u_time*1.5+.2)*0.05,0.02,d2)*(sin(u_time*2.)+1.);
		color.b+=smoothstep(0.1+sin(u_time*5.+.3)*0.05,0.03,d3)*(sin(u_time*3.)+1.);
		color += tex*0.9999*(1.+cnoise(vec3((stDistorted	 -vec2(0,0.5)	)*20.,u_time+st.x+st.y))/10.);
		color*=0.99;
		// color.r+=cnoise(vec3(st,u_time))*0.1;
		if (color.r<0.005){
			color.r=0.;
		}
		if (color.g<0.005){
			color.g=0.;
		}
		if (color.b<0.005){
			color.b=0.;
		}
		gl_FragColor= vec4(color,1.0);
	}
`
Generative Art NFT - Che-Yu Wu collection image

Creative Coding Art Source Code (21 items, Out of Print Collection at 07/20/2021.) Che-Yu Wu is a multidisciplinary new media artist, designer, engineer, and entrepreneur from Taiwan, currently based in New York. With the sensitivity of art and engineering background. He creates generative arts which sampled from nature, physics, modernism art and turn them into algorithmic interactive art machines.

Twitter: https://twitter.com/cheyuwu345 New Media Artist Che-Yu Wu: https://opensea.io/accounts/CheYuWu

Category Art
Contract Address0x495f...7b5e
Token ID
Token StandardERC-1155
ChainEthereum
MetadataCentralized
Creator Earnings
10%

200625 Drawing Rainbow

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200625 Drawing Rainbow

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214 views
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Creative Coding Art Source Code As you purchase and own this NFT of interactive Art source code, you are authorized to integrate or build upon in personal or commercial projects such as websites, web apps, and web templates intended for sale.

//noprotect
const frag = `
	#ifdef GL_ES
	precision mediump float;
	#endif

  #define PI 3.141592653589793
  #define TAU 6.283185307179586

	uniform vec2 u_resolution;
	uniform vec2 u_mouse;
	uniform float u_time;
	uniform sampler2D tex0;

	varying vec2 vTexCoord;
  
#define pow2(x) (x * x)

const int samples = 8;
const float sigma = float(samples) * 0.25;

float gaussian(vec2 i) {
    return 1.0 / (2.0 * PI * pow2(sigma)) * exp(-((pow2(i.x) + pow2(i.y)) / (2.0 * pow2(sigma))));
}

vec3 blur(sampler2D sp, vec2 uv, vec2 scale) {
    vec3 col = vec3(0.0);
    float accum = 0.0;
    float weight;
    vec2 offset;
    
    for (int x = -samples / 2; x < samples / 2; ++x) {
        for (int y = -samples / 2; y < samples / 2; ++y) {
            offset = vec2(x, y);
            weight = gaussian(offset);
            col += texture2D(sp, uv + scale * offset).rgb * weight;
            accum += weight;
        }
    }
    
    return col / accum;
}


	float rand(vec2 c){
		return fract(sin(dot(c.xy ,vec2(12.9898,78.233))) * 43758.5453);
	}

	//	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
		Pi0 = mod(Pi0, 289.0);
		Pi1 = mod(Pi1, 289.0);
		vec3 Pf0 = fract(P); // Fractional part for interpolation
		vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
		vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
		vec4 iy = vec4(Pi0.yy, Pi1.yy);
		vec4 iz0 = Pi0.zzzz;
		vec4 iz1 = Pi1.zzzz;

		vec4 ixy = permute(permute(ix) + iy);
		vec4 ixy0 = permute(ixy + iz0);
		vec4 ixy1 = permute(ixy + iz1);

		vec4 gx0 = ixy0 / 7.0;
		vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
		gx0 = fract(gx0);
		vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
		vec4 sz0 = step(gz0, vec4(0.0));
		gx0 -= sz0 * (step(0.0, gx0) - 0.5);
		gy0 -= sz0 * (step(0.0, gy0) - 0.5);

		vec4 gx1 = ixy1 / 7.0;
		vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
		gx1 = fract(gx1);
		vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
		vec4 sz1 = step(gz1, vec4(0.0));
		gx1 -= sz1 * (step(0.0, gx1) - 0.5);
		gy1 -= sz1 * (step(0.0, gy1) - 0.5);

		vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
		vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
		vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
		vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
		vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
		vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
		vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
		vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

		vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
		g000 *= norm0.x;
		g010 *= norm0.y;
		g100 *= norm0.z;
		g110 *= norm0.w;
		vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
		g001 *= norm1.x;
		g011 *= norm1.y;
		g101 *= norm1.z;
		g111 *= norm1.w;

		float n000 = dot(g000, Pf0);
		float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
		float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
		float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
		float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
		float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
		float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
		float n111 = dot(g111, Pf1);

		vec3 fade_xyz = fade(Pf0);
		vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
		vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
		float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
		return 2.2 * n_xyz;
	}


	void main(){

		vec2 st = vTexCoord;
		vec2 stDistorted = st*1.0001+vec2(cnoise(vec3(vTexCoord*500.,u_time*2.)),
															 cnoise(vec3(vTexCoord*500.,u_time*2.+100.)))*0.12
												;
		
 		st.y = 1.0 - st.y;
 		stDistorted.y = 1.0 - stDistorted.y;
		vec3 color = vec3(0.);
		
		vec3 tex = blur(tex0,st,vec2(0.01));
		// vec4 texg = texture2D(tex0,sin(st*30.+u_time)*st);
		// vec4 texb = texture2D(tex0,sin(st*20.+u_time)*st);
		
		float d = distance(stDistorted,u_mouse);
		float d2 = distance(stDistorted,u_mouse+vec2(cos(u_time),sin(u_time))*0.1 );
		float d3 = distance(stDistorted,u_mouse+vec2(cos(u_time+PI),sin(u_time+PI))*0.1);
		color.r+=smoothstep(0.1+sin(u_time+.1)*0.05,0.01,d)*(sin(u_time*1.)+1.) ;
		color.g+=smoothstep(0.1+sin(u_time*1.5+.2)*0.05,0.02,d2)*(sin(u_time*2.)+1.);
		color.b+=smoothstep(0.1+sin(u_time*5.+.3)*0.05,0.03,d3)*(sin(u_time*3.)+1.);
		color += tex*0.9999*(1.+cnoise(vec3((stDistorted	 -vec2(0,0.5)	)*20.,u_time+st.x+st.y))/10.);
		color*=0.99;
		// color.r+=cnoise(vec3(st,u_time))*0.1;
		if (color.r<0.005){
			color.r=0.;
		}
		if (color.g<0.005){
			color.g=0.;
		}
		if (color.b<0.005){
			color.b=0.;
		}
		gl_FragColor= vec4(color,1.0);
	}
`
Generative Art NFT - Che-Yu Wu collection image

Creative Coding Art Source Code (21 items, Out of Print Collection at 07/20/2021.) Che-Yu Wu is a multidisciplinary new media artist, designer, engineer, and entrepreneur from Taiwan, currently based in New York. With the sensitivity of art and engineering background. He creates generative arts which sampled from nature, physics, modernism art and turn them into algorithmic interactive art machines.

Twitter: https://twitter.com/cheyuwu345 New Media Artist Che-Yu Wu: https://opensea.io/accounts/CheYuWu

Category Art
Contract Address0x495f...7b5e
Token ID
Token StandardERC-1155
ChainEthereum
MetadataCentralized
Creator Earnings
10%
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