Numericals made this?
let horizon_y = 150.0 // Waterline
let moon_x = 180.0
let moon_y = 55.0
let moon_r = 16.0
let y = 0
while y < height {
let x = 0
while x < width {
let fx = MathLib.n(x)
let fy = MathLib.n(y)
let r_val = 0
let g_val = 0
let b_val = 0
// ====================================================================
// 1\. SKY & CELESTIAL LAYER (y < horizon_y)
// ====================================================================
if fy < horizon_y {
// Twilight Sky Gradient using exponential color interpolation
let sky_factor = MathLib.divide(fy, horizon_y)
r_val = MathLib.round(MathLib.add(20, MathLib.multiply(sky_factor, 180))) // Deep indigo -> Orange sunset
g_val = MathLib.round(MathLib.add(15, MathLib.multiply(sky_factor, 80)))
b_val = MathLib.round(MathLib.add(45, MathLib.multiply(sky_factor, 70)))
// Stars using high-frequency sine / modulo pseudo-randomness
let star_rand = MathLib.abs(MathLib.sin(MathLib.add(MathLib.multiply(fx, 12.9898), MathLib.multiply(fy, 78.233))))
let is_star = MathLib.mod(MathLib.multiply(star_rand, 10000.0), 100.0) > 98.2
if is_star && fy < 100.0 {
let star_bright = MathLib.round(MathLib.multiply(MathLib.mod(star_rand, 1.0), 200.0))
r_val = MathLib.add(r_val, star_bright)
g_val = MathLib.add(g_val, star_bright)
b_val = MathLib.add(b_val, star_bright)
}
// Glowing Moon using distance & exponential aura decay
let dist_moon = MathLib.distance(fx, fy, moon_x, moon_y)
if dist_moon <= moon_r {
// Moon disk with crater shading via noise/sine
let crater = MathLib.sin(MathLib.multiply(fx, 0.4)) * MathLib.cos(MathLib.multiply(fy, 0.4))
let moon_bright = MathLib.round(MathLib.subtract(255, MathLib.multiply(crater, 25)))
r_val = moon_bright
g_val = moon_bright
b_val = MathLib.subtract(moon_bright, 15)
} else if dist_moon <= MathLib.multiply(moon_r, 3.5) {
// Outer Moon Aura
let aura = MathLib.exp(MathLib.subtract(0, MathLib.divide(dist_moon, 12.0)))
r_val = MathLib.round(MathLib.add(r_val, MathLib.multiply(aura, 140)))
g_val = MathLib.round(MathLib.add(g_val, MathLib.multiply(aura, 140)))
b_val = MathLib.round(MathLib.add(b_val, MathLib.multiply(aura, 170)))
}
// Distant Mountains Silhouette (Layer 1)
let bg_mountain = MathLib.add(80.0, MathLib.add(
MathLib.multiply(MathLib.sin(MathLib.multiply(fx, 0.03)), 25.0),
MathLib.multiply(MathLib.cos(MathLib.multiply(fx, 0.08)), 12.0)
))
if fy >= bg_mountain {
// Dark purple atmospheric mountain
r_val = 45
g_val = 30
b_val = 65
}
// Foreground Mountains Silhouette (Layer 2)
let fg_mountain = MathLib.add(110.0, MathLib.add(
MathLib.multiply(MathLib.sin(MathLib.multiply(fx, 0.05)), 20.0),
MathLib.multiply(MathLib.abs(MathLib.cos(MathLib.multiply(fx, 0.02))), 18.0)
))
if fy >= fg_mountain {
// Dark near-black silhouette
r_val = 15
g_val = 18
b_val = 30
}
} else {
// ====================================================================
// 2\. WATER & REFLECTION LAYER (y >= horizon_y)
// ====================================================================
// Water ripples: displace the reflected y coordinate using sine waves
let ripple = MathLib.multiply(MathLib.sin(MathLib.add(MathLib.multiply(fy, 0.3), MathLib.multiply(fx, 0.1))), 4.0)
let reflected_y = MathLib.subtract(horizon_y, MathLib.subtract(fy, horizon_y)) + ripple
// Distance to reflected moon location
let dist_moon_refl = MathLib.distance(fx, reflected_y, moon_x, moon_y)
// Water base dark blue color
let depth_factor = MathLib.divide(MathLib.subtract(fy, horizon_y), MathLib.subtract(height, horizon_y))
r_val = MathLib.round(MathLib.subtract(20, MathLib.multiply(depth_factor, 15)))
g_val = MathLib.round(MathLib.subtract(35, MathLib.multiply(depth_factor, 20)))
b_val = MathLib.round(MathLib.subtract(75, MathLib.multiply(depth_factor, 35)))
// Shimmering Moon Reflection on water surface
if dist_moon_refl < MathLib.add(moon_r, MathLib.multiply(ripple, 2.0)) {
let refl_intensity = MathLib.exp(MathLib.subtract(0, MathLib.divide(dist_moon_refl, 15.0)))
r_val = MathLib.round(MathLib.add(r_val, MathLib.multiply(refl_intensity, 180)))
g_val = MathLib.round(MathLib.add(g_val, MathLib.multiply(refl_intensity, 180)))
b_val = MathLib.round(MathLib.add(b_val, MathLib.multiply(refl_intensity, 200)))
}
// Water surface highlights
let wave_line = MathLib.abs(MathLib.sin(MathLib.multiply(fy, 0.8)))
if wave_line > 0.92 {
r_val = MathLib.add(r_val, 30)
g_val = MathLib.add(g_val, 40)
b_val = MathLib.add(b_val, 50)
}
}
// Clamp final channel outputs
r_val = MathLib.clamp(r_val, 0, 255)
g_val = MathLib.clamp(g_val, 0, 255)
b_val = MathLib.clamp(b_val, 0, 255)
let pixel_color = "rgb(" + str(r_val) + ", " + str(g_val) + ", " + str(b_val) + ")"
Draw.pixel(x, y, pixel_color)
x = x + 1
}
if MathLib.mod(y, 64) == 0 {
print color(" Progress: " + str(MathLib.round((y / size) * 100)) + "% rendered...", "green")
}
y = y + 1
}Theres actually a really giant community of people who love abusing animals cats and monkies and people buy it online .
fat
Wow
let horizon_y = 150.0 // Waterline
let moon_x = 180.0
let moon_y = 55.0
let moon_r = 16.0
let y = 0
while y < height {
let x = 0
while x < width {
let fx = MathLib.n(x)
let fy = MathLib.n(y)
let r_val = 0
let g_val = 0
let b_val = 0
// ====================================================================
// 1\. SKY & CELESTIAL LAYER (y < horizon_y)
// ====================================================================
if fy < horizon_y {
// Twilight Sky Gradient using exponential color interpolation
let sky_factor = MathLib.divide(fy, horizon_y)
r_val = MathLib.round(MathLib.add(20, MathLib.multiply(sky_factor, 180))) // Deep indigo -> Orange sunset
g_val = MathLib.round(MathLib.add(15, MathLib.multiply(sky_factor, 80)))
b_val = MathLib.round(MathLib.add(45, MathLib.multiply(sky_factor, 70)))
// Stars using high-frequency sine / modulo pseudo-randomness
let star_rand = MathLib.abs(MathLib.sin(MathLib.add(MathLib.multiply(fx, 12.9898), MathLib.multiply(fy, 78.233))))
let is_star = MathLib.mod(MathLib.multiply(star_rand, 10000.0), 100.0) > 98.2
if is_star && fy < 100.0 {
let star_bright = MathLib.round(MathLib.multiply(MathLib.mod(star_rand, 1.0), 200.0))
r_val = MathLib.add(r_val, star_bright)
g_val = MathLib.add(g_val, star_bright)
b_val = MathLib.add(b_val, star_bright)
}
// Glowing Moon using distance & exponential aura decay
let dist_moon = MathLib.distance(fx, fy, moon_x, moon_y)
if dist_moon <= moon_r {
// Moon disk with crater shading via noise/sine
let crater = MathLib.sin(MathLib.multiply(fx, 0.4)) * MathLib.cos(MathLib.multiply(fy, 0.4))
let moon_bright = MathLib.round(MathLib.subtract(255, MathLib.multiply(crater, 25)))
r_val = moon_bright
g_val = moon_bright
b_val = MathLib.subtract(moon_bright, 15)
} else if dist_moon <= MathLib.multiply(moon_r, 3.5) {
// Outer Moon Aura
let aura = MathLib.exp(MathLib.subtract(0, MathLib.divide(dist_moon, 12.0)))
r_val = MathLib.round(MathLib.add(r_val, MathLib.multiply(aura, 140)))
g_val = MathLib.round(MathLib.add(g_val, MathLib.multiply(aura, 140)))
b_val = MathLib.round(MathLib.add(b_val, MathLib.multiply(aura, 170)))
}
// Distant Mountains Silhouette (Layer 1)
let bg_mountain = MathLib.add(80.0, MathLib.add(
MathLib.multiply(MathLib.sin(MathLib.multiply(fx, 0.03)), 25.0),
MathLib.multiply(MathLib.cos(MathLib.multiply(fx, 0.08)), 12.0)
))
if fy >= bg_mountain {
// Dark purple atmospheric mountain
r_val = 45
g_val = 30
b_val = 65
}
// Foreground Mountains Silhouette (Layer 2)
let fg_mountain = MathLib.add(110.0, MathLib.add(
MathLib.multiply(MathLib.sin(MathLib.multiply(fx, 0.05)), 20.0),
MathLib.multiply(MathLib.abs(MathLib.cos(MathLib.multiply(fx, 0.02))), 18.0)
))
if fy >= fg_mountain {
// Dark near-black silhouette
r_val = 15
g_val = 18
b_val = 30
}
} else {
// ====================================================================
// 2\. WATER & REFLECTION LAYER (y >= horizon_y)
// ====================================================================
// Water ripples: displace the reflected y coordinate using sine waves
let ripple = MathLib.multiply(MathLib.sin(MathLib.add(MathLib.multiply(fy, 0.3), MathLib.multiply(fx, 0.1))), 4.0)
let reflected_y = MathLib.subtract(horizon_y, MathLib.subtract(fy, horizon_y)) + ripple
// Distance to reflected moon location
let dist_moon_refl = MathLib.distance(fx, reflected_y, moon_x, moon_y)
// Water base dark blue color
let depth_factor = MathLib.divide(MathLib.subtract(fy, horizon_y), MathLib.subtract(height, horizon_y))
r_val = MathLib.round(MathLib.subtract(20, MathLib.multiply(depth_factor, 15)))
g_val = MathLib.round(MathLib.subtract(35, MathLib.multiply(depth_factor, 20)))
b_val = MathLib.round(MathLib.subtract(75, MathLib.multiply(depth_factor, 35)))
// Shimmering Moon Reflection on water surface
if dist_moon_refl < MathLib.add(moon_r, MathLib.multiply(ripple, 2.0)) {
let refl_intensity = MathLib.exp(MathLib.subtract(0, MathLib.divide(dist_moon_refl, 15.0)))
r_val = MathLib.round(MathLib.add(r_val, MathLib.multiply(refl_intensity, 180)))
g_val = MathLib.round(MathLib.add(g_val, MathLib.multiply(refl_intensity, 180)))
b_val = MathLib.round(MathLib.add(b_val, MathLib.multiply(refl_intensity, 200)))
}
// Water surface highlights
let wave_line = MathLib.abs(MathLib.sin(MathLib.multiply(fy, 0.8)))
if wave_line > 0.92 {
r_val = MathLib.add(r_val, 30)
g_val = MathLib.add(g_val, 40)
b_val = MathLib.add(b_val, 50)
}
}
// Clamp final channel outputs
r_val = MathLib.clamp(r_val, 0, 255)
g_val = MathLib.clamp(g_val, 0, 255)
b_val = MathLib.clamp(b_val, 0, 255)
let pixel_color = "rgb(" + str(r_val) + ", " + str(g_val) + ", " + str(b_val) + ")"
Draw.pixel(x, y, pixel_color)
x = x + 1
}
if MathLib.mod(y, 64) == 0 {
print color(" Progress: " + str(MathLib.round((y / size) * 100)) + "% rendered...", "green")
}
y = y + 1
}
let horizon_y = 150.0 // Waterline
let moon_x = 180.0
let moon_y = 55.0
let moon_r = 16.0
let y = 0
while y < height {
let x = 0
while x < width {
let fx = MathLib.n(x)
let fy = MathLib.n(y)
let r_val = 0
let g_val = 0
let b_val = 0
// ====================================================================
// 1\. SKY & CELESTIAL LAYER (y < horizon_y)
// ====================================================================
if fy < horizon_y {
// Twilight Sky Gradient using exponential color interpolation
let sky_factor = MathLib.divide(fy, horizon_y)
r_val = MathLib.round(MathLib.add(20, MathLib.multiply(sky_factor, 180))) // Deep indigo -> Orange sunset
g_val = MathLib.round(MathLib.add(15, MathLib.multiply(sky_factor, 80)))
b_val = MathLib.round(MathLib.add(45, MathLib.multiply(sky_factor, 70)))
// Stars using high-frequency sine / modulo pseudo-randomness
let star_rand = MathLib.abs(MathLib.sin(MathLib.add(MathLib.multiply(fx, 12.9898), MathLib.multiply(fy, 78.233))))
let is_star = MathLib.mod(MathLib.multiply(star_rand, 10000.0), 100.0) > 98.2
if is_star && fy < 100.0 {
let star_bright = MathLib.round(MathLib.multiply(MathLib.mod(star_rand, 1.0), 200.0))
r_val = MathLib.add(r_val, star_bright)
g_val = MathLib.add(g_val, star_bright)
b_val = MathLib.add(b_val, star_bright)
}
// Glowing Moon using distance & exponential aura decay
let dist_moon = MathLib.distance(fx, fy, moon_x, moon_y)
if dist_moon <= moon_r {
// Moon disk with crater shading via noise/sine
let crater = MathLib.sin(MathLib.multiply(fx, 0.4)) * MathLib.cos(MathLib.multiply(fy, 0.4))
let moon_bright = MathLib.round(MathLib.subtract(255, MathLib.multiply(crater, 25)))
r_val = moon_bright
g_val = moon_bright
b_val = MathLib.subtract(moon_bright, 15)
} else if dist_moon <= MathLib.multiply(moon_r, 3.5) {
// Outer Moon Aura
let aura = MathLib.exp(MathLib.subtract(0, MathLib.divide(dist_moon, 12.0)))
r_val = MathLib.round(MathLib.add(r_val, MathLib.multiply(aura, 140)))
g_val = MathLib.round(MathLib.add(g_val, MathLib.multiply(aura, 140)))
b_val = MathLib.round(MathLib.add(b_val, MathLib.multiply(aura, 170)))
}
// Distant Mountains Silhouette (Layer 1)
let bg_mountain = MathLib.add(80.0, MathLib.add(
MathLib.multiply(MathLib.sin(MathLib.multiply(fx, 0.03)), 25.0),
MathLib.multiply(MathLib.cos(MathLib.multiply(fx, 0.08)), 12.0)
))
if fy >= bg_mountain {
// Dark purple atmospheric mountain
r_val = 45
g_val = 30
b_val = 65
}
// Foreground Mountains Silhouette (Layer 2)
let fg_mountain = MathLib.add(110.0, MathLib.add(
MathLib.multiply(MathLib.sin(MathLib.multiply(fx, 0.05)), 20.0),
MathLib.multiply(MathLib.abs(MathLib.cos(MathLib.multiply(fx, 0.02))), 18.0)
))
if fy >= fg_mountain {
// Dark near-black silhouette
r_val = 15
g_val = 18
b_val = 30
}
} else {
// ====================================================================
// 2\. WATER & REFLECTION LAYER (y >= horizon_y)
// ====================================================================
// Water ripples: displace the reflected y coordinate using sine waves
let ripple = MathLib.multiply(MathLib.sin(MathLib.add(MathLib.multiply(fy, 0.3), MathLib.multiply(fx, 0.1))), 4.0)
let reflected_y = MathLib.subtract(horizon_y, MathLib.subtract(fy, horizon_y)) + ripple
// Distance to reflected moon location
let dist_moon_refl = MathLib.distance(fx, reflected_y, moon_x, moon_y)
// Water base dark blue color
let depth_factor = MathLib.divide(MathLib.subtract(fy, horizon_y), MathLib.subtract(height, horizon_y))
r_val = MathLib.round(MathLib.subtract(20, MathLib.multiply(depth_factor, 15)))
g_val = MathLib.round(MathLib.subtract(35, MathLib.multiply(depth_factor, 20)))
b_val = MathLib.round(MathLib.subtract(75, MathLib.multiply(depth_factor, 35)))
// Shimmering Moon Reflection on water surface
if dist_moon_refl < MathLib.add(moon_r, MathLib.multiply(ripple, 2.0)) {
let refl_intensity = MathLib.exp(MathLib.subtract(0, MathLib.divide(dist_moon_refl, 15.0)))
r_val = MathLib.round(MathLib.add(r_val, MathLib.multiply(refl_intensity, 180)))
g_val = MathLib.round(MathLib.add(g_val, MathLib.multiply(refl_intensity, 180)))
b_val = MathLib.round(MathLib.add(b_val, MathLib.multiply(refl_intensity, 200)))
}
// Water surface highlights
let wave_line = MathLib.abs(MathLib.sin(MathLib.multiply(fy, 0.8)))
if wave_line > 0.92 {
r_val = MathLib.add(r_val, 30)
g_val = MathLib.add(g_val, 40)
b_val = MathLib.add(b_val, 50)
}
}
// Clamp final channel outputs
r_val = MathLib.clamp(r_val, 0, 255)
g_val = MathLib.clamp(g_val, 0, 255)
b_val = MathLib.clamp(b_val, 0, 255)
let pixel_color = "rgb(" + str(r_val) + ", " + str(g_val) + ", " + str(b_val) + ")"
Draw.pixel(x, y, pixel_color)
x = x + 1
}
if MathLib.mod(y, 64) == 0 {
print color(" Progress: " + str(MathLib.round((y / size) * 100)) + "% rendered...", "green")
}
y = y + 1
}if u were to make physicals this would make a great insert or backside of the vinyl or something along those lines
let horizon_y = 150.0 // Waterline
let moon_x = 180.0
let moon_y = 55.0
let moon_r = 16.0
let y = 0
while y < height {
let x = 0
while x < width {
let fx = MathLib.n(x)
let fy = MathLib.n(y)
let r_val = 0
let g_val = 0
let b_val = 0
// ====================================================================
// 1\. SKY & CELESTIAL LAYER (y < horizon_y)
// ====================================================================
if fy < horizon_y {
// Twilight Sky Gradient using exponential color interpolation
let sky_factor = MathLib.divide(fy, horizon_y)
r_val = MathLib.round(MathLib.add(20, MathLib.multiply(sky_factor, 180))) // Deep indigo -> Orange sunset
g_val = MathLib.round(MathLib.add(15, MathLib.multiply(sky_factor, 80)))
b_val = MathLib.round(MathLib.add(45, MathLib.multiply(sky_factor, 70)))
// Stars using high-frequency sine / modulo pseudo-randomness
let star_rand = MathLib.abs(MathLib.sin(MathLib.add(MathLib.multiply(fx, 12.9898), MathLib.multiply(fy, 78.233))))
let is_star = MathLib.mod(MathLib.multiply(star_rand, 10000.0), 100.0) > 98.2
if is_star && fy < 100.0 {
let star_bright = MathLib.round(MathLib.multiply(MathLib.mod(star_rand, 1.0), 200.0))
r_val = MathLib.add(r_val, star_bright)
g_val = MathLib.add(g_val, star_bright)
b_val = MathLib.add(b_val, star_bright)
}
// Glowing Moon using distance & exponential aura decay
let dist_moon = MathLib.distance(fx, fy, moon_x, moon_y)
if dist_moon <= moon_r {
// Moon disk with crater shading via noise/sine
let crater = MathLib.sin(MathLib.multiply(fx, 0.4)) * MathLib.cos(MathLib.multiply(fy, 0.4))
let moon_bright = MathLib.round(MathLib.subtract(255, MathLib.multiply(crater, 25)))
r_val = moon_bright
g_val = moon_bright
b_val = MathLib.subtract(moon_bright, 15)
} else if dist_moon <= MathLib.multiply(moon_r, 3.5) {
// Outer Moon Aura
let aura = MathLib.exp(MathLib.subtract(0, MathLib.divide(dist_moon, 12.0)))
r_val = MathLib.round(MathLib.add(r_val, MathLib.multiply(aura, 140)))
g_val = MathLib.round(MathLib.add(g_val, MathLib.multiply(aura, 140)))
b_val = MathLib.round(MathLib.add(b_val, MathLib.multiply(aura, 170)))
}
// Distant Mountains Silhouette (Layer 1)
let bg_mountain = MathLib.add(80.0, MathLib.add(
MathLib.multiply(MathLib.sin(MathLib.multiply(fx, 0.03)), 25.0),
MathLib.multiply(MathLib.cos(MathLib.multiply(fx, 0.08)), 12.0)
))
if fy >= bg_mountain {
// Dark purple atmospheric mountain
r_val = 45
g_val = 30
b_val = 65
}
// Foreground Mountains Silhouette (Layer 2)
let fg_mountain = MathLib.add(110.0, MathLib.add(
MathLib.multiply(MathLib.sin(MathLib.multiply(fx, 0.05)), 20.0),
MathLib.multiply(MathLib.abs(MathLib.cos(MathLib.multiply(fx, 0.02))), 18.0)
))
if fy >= fg_mountain {
// Dark near-black silhouette
r_val = 15
g_val = 18
b_val = 30
}
} else {
// ====================================================================
// 2\. WATER & REFLECTION LAYER (y >= horizon_y)
// ====================================================================
// Water ripples: displace the reflected y coordinate using sine waves
let ripple = MathLib.multiply(MathLib.sin(MathLib.add(MathLib.multiply(fy, 0.3), MathLib.multiply(fx, 0.1))), 4.0)
let reflected_y = MathLib.subtract(horizon_y, MathLib.subtract(fy, horizon_y)) + ripple
// Distance to reflected moon location
let dist_moon_refl = MathLib.distance(fx, reflected_y, moon_x, moon_y)
// Water base dark blue color
let depth_factor = MathLib.divide(MathLib.subtract(fy, horizon_y), MathLib.subtract(height, horizon_y))
r_val = MathLib.round(MathLib.subtract(20, MathLib.multiply(depth_factor, 15)))
g_val = MathLib.round(MathLib.subtract(35, MathLib.multiply(depth_factor, 20)))
b_val = MathLib.round(MathLib.subtract(75, MathLib.multiply(depth_factor, 35)))
// Shimmering Moon Reflection on water surface
if dist_moon_refl < MathLib.add(moon_r, MathLib.multiply(ripple, 2.0)) {
let refl_intensity = MathLib.exp(MathLib.subtract(0, MathLib.divide(dist_moon_refl, 15.0)))
r_val = MathLib.round(MathLib.add(r_val, MathLib.multiply(refl_intensity, 180)))
g_val = MathLib.round(MathLib.add(g_val, MathLib.multiply(refl_intensity, 180)))
b_val = MathLib.round(MathLib.add(b_val, MathLib.multiply(refl_intensity, 200)))
}
// Water surface highlights
let wave_line = MathLib.abs(MathLib.sin(MathLib.multiply(fy, 0.8)))
if wave_line > 0.92 {
r_val = MathLib.add(r_val, 30)
g_val = MathLib.add(g_val, 40)
b_val = MathLib.add(b_val, 50)
}
}
// Clamp final channel outputs
r_val = MathLib.clamp(r_val, 0, 255)
g_val = MathLib.clamp(g_val, 0, 255)
b_val = MathLib.clamp(b_val, 0, 255)
let pixel_color = "rgb(" + str(r_val) + ", " + str(g_val) + ", " + str(b_val) + ")"
Draw.pixel(x, y, pixel_color)
x = x + 1
}
if MathLib.mod(y, 64) == 0 {
print color(" Progress: " + str(MathLib.round((y / size) * 100)) + "% rendered...", "green")
}
y = y + 1
}I understand it all
oh hell nah we got hackers
Theres actually a really giant community of people who love abusing animals cats and monkies and people buy it online .
Yep
I understand it all
Neo:
stop quoting that evil code
if u were to make physicals this would make a great insert or backside of the vinyl or something along those lines
stop leaking my ideas!
this is what a year+ inside does to a man
It’s a skill 
Could get paid well using it
stop leaking my ideas!

Yep
I dont wish death on many
bros posting code itt STRETCHING THE DAMN THREAD
I work at a restaurant and we had a bathroom anyone could use regardless of if they were a customer or not. Pretty lenient system.
This one homeless guy who frequents the area comes in to use it occasionally. And usually it’s no problem.
This morning however, he came in and was on there for like 10-15 minutes and then came out and requested a mop. I shrugged my shoulders and gave it to him, because I just assumed it was piss on the ground and he missed and was trying wipe it up or something. After he left, one of my employees went to go check the bathroom after how long he was in it and almost passed out. Here’s the graphic part, so skip it if you can’t handle graphic details.
This man had explosive diarrhea and popped a hemorrhoid while he was on the toliet, leaking blood and s*** everywhere. I’m taking s*** on the walls. He half assed a clean up job with the blood so most of it was gone or in the trash, but you could still see the blood on tissue, paper towels and remenants of it not wipped properly on the floor.
And I was the one who had to clean it up. Double masked, double gloves, bleach and about an hour and a half of cleanup. Now nobody but employees will be allowed in the bathroom.
I work at a restaurant and we had a bathroom anyone could use regardless of if they were a customer or not. Pretty lenient system.
This one homeless guy who frequents the area comes in to use it occasionally. And usually it’s no problem.
This morning however, he came in and was on there for like 10-15 minutes and then came out and requested a mop. I shrugged my shoulders and gave it to him, because I just assumed it was piss on the ground and he missed and was trying wipe it up or something. After he left, one of my employees went to go check the bathroom after how long he was in it and almost passed out. Here’s the graphic part, so skip it if you can’t handle graphic details.
This man had explosive diarrhea and popped a hemorrhoid while he was on the toliet, leaking blood and s*** everywhere. I’m taking s*** on the walls. He half assed a clean up job with the blood so most of it was gone or in the trash, but you could still see the blood on tissue, paper towels and remenants of it not wipped properly on the floor.
And I was the one who had to clean it up. Double masked, double gloves, bleach and about an hour and a half of cleanup. Now nobody but employees will be allowed in the bathroom.
You will occasionally say things that confuse me
well yeah i do share strange things.
but theyre funny so tats why i share
a selfless act really
not sure what u are getitng at. But im sure that would make me happy if it makes you happy
Thank you
Asap rocky said the r word on rihanna remix he goes “tell rih rih i got rih riht**ded”. Pretty rough.
It’s a skill 
Could get paid well using it
trying
I work at a restaurant and we had a bathroom anyone could use regardless of if they were a customer or not. Pretty lenient system.
This one homeless guy who frequents the area comes in to use it occasionally. And usually it’s no problem.
This morning however, he came in and was on there for like 10-15 minutes and then came out and requested a mop. I shrugged my shoulders and gave it to him, because I just assumed it was piss on the ground and he missed and was trying wipe it up or something. After he left, one of my employees went to go check the bathroom after how long he was in it and almost passed out. Here’s the graphic part, so skip it if you can’t handle graphic details.
This man had explosive diarrhea and popped a hemorrhoid while he was on the toliet, leaking blood and s*** everywhere. I’m taking s*** on the walls. He half assed a clean up job with the blood so most of it was gone or in the trash, but you could still see the blood on tissue, paper towels and remenants of it not wipped properly on the floor.
And I was the one who had to clean it up. Double masked, double gloves, bleach and about an hour and a half of cleanup. Now nobody but employees will be allowed in the bathroom.
that was wesley farting out all of @Prince swimmers in a parallel universe