Reply
  • ·
    3 replies
    CutiePieHole

    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 .

  • rvi 🦤
    EchiRodrigo

    fat

    Wow

  • ·
    1 reply

    oh hell nah we got hackers

  • UncMC 🪕
    ·
    1 reply
    THE REAL HORIZON
    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
    }

  • Tuneout 🎨
    ·
    1 reply
    THE REAL HORIZON
    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

  • THE REAL HORIZON
    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

  • frenchpress

    oh hell nah we got hackers

  • UncMC 🪕
    ·
    1 reply
    CutiePieHole

    Theres actually a really giant community of people who love abusing animals cats and monkies and people buy it online .

    Yep

  • CutiePieHole

    I understand it all

    Neo:

  • ·
    1 reply
    Tuneout

    am i one of them?

    You will occasionally say things that confuse me

  • ·
    1 reply
    UncMC

    this is what a year+ inside does to a man

  • stop quoting that evil code

  • ·
    1 reply
    Tuneout

    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!

  • UncMC 🪕
    ·
    1 reply
    THE REAL HORIZON

    this is what a year+ inside does to a man

    It’s a skill
    Could get paid well using it

  • ·
    2 replies

    bros posting code itt STRETCHING THE DAMN THREAD

  • THE REAL HORIZON

    stop leaking my ideas!

  • UncMC

    Yep

    I dont wish death on many

  • ·
    3 replies
    EchiRodrigo

    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.

  • THE REAL HORIZON

    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.

  • Bruuiisees

    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

  • CutiePieHole

    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.

  • UncMC

    It’s a skill
    Could get paid well using it

    trying

  • ·
    1 reply
    THE REAL HORIZON

    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