glitch-garden/daily.go

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// Daily Glitch Wallpaper Generator
// Generates 6 unique glitch-inspired wallpapers at Pixel 8 resolution (1080x2400)
// Each run produces different art via randomized parameters and algorithm selection.
//
// Usage: go run daily.go [output-dir]
package main
import (
"fmt"
"image"
"image/color"
"image/png"
"math"
"math/rand"
"os"
"path/filepath"
"time"
)
const (
W = 1080
H = 2400
)
func main() {
rand.Seed(time.Now().UnixNano())
outDir := "daily-output"
if len(os.Args) > 1 {
outDir = os.Args[1]
}
os.MkdirAll(outDir, 0755)
// Pool of generators — pick 6 unique ones (or repeat with different params if pool < 6)
type Generator struct {
Name string
Draw func(img *image.RGBA, w, h int)
}
generators := []Generator{
{"ghost-in-the-machine", drawGhost},
{"pixel-aurora", drawAurora},
{"data-rain", drawDataRain},
{"fractal-burn", drawFractalBurn},
{"void-signal", drawVoidSignal},
{"neon-decay", drawNeonDecay},
{"static-portrait", drawStaticPortrait},
{"circuit-dream", drawCircuitDream},
{"plasma-tear", drawPlasmaTear},
{"bit-cascade", drawBitCascade},
{"deep-scan", drawDeepScan},
{"entropy-wave", drawEntropyWave},
{"topo-drift", drawTopoDrift},
{"chromatic-shatter", drawChromaticShatter},
}
// Shuffle and pick 6
rand.Shuffle(len(generators), func(i, j int) {
generators[i], generators[j] = generators[j], generators[i]
})
for i := 0; i < 6; i++ {
gen := generators[i]
img := image.NewRGBA(image.Rect(0, 0, W, H))
gen.Draw(img, W, H)
name := fmt.Sprintf("%02d-%s.png", i+1, gen.Name)
path := filepath.Join(outDir, name)
f, err := os.Create(path)
if err != nil {
fmt.Fprintf(os.Stderr, "error: %v\n", err)
continue
}
png.Encode(f, img)
f.Close()
fmt.Printf("✓ %s\n", path)
}
fmt.Println("\n🎪 Done!")
}
func clamp(v float64) uint8 {
if v < 0 {
return 0
}
if v > 255 {
return 255
}
return uint8(v)
}
func lerpColor(a, b color.RGBA, t float64) color.RGBA {
return color.RGBA{
clamp(float64(a.R)*(1-t) + float64(b.R)*t),
clamp(float64(a.G)*(1-t) + float64(b.G)*t),
clamp(float64(a.B)*(1-t) + float64(b.B)*t),
255,
}
}
func fillBg(img *image.RGBA, w, h int, top, bot color.RGBA) {
for y := 0; y < h; y++ {
t := float64(y) / float64(h)
c := lerpColor(top, bot, t)
for x := 0; x < w; x++ {
img.SetRGBA(x, y, c)
}
}
}
func addScanlines(img *image.RGBA, w, h int, intensity float64) {
for y := 0; y < h; y += 2 + rand.Intn(3) {
a := intensity * (0.5 + rand.Float64()*0.5)
for x := 0; x < w; x++ {
c := img.RGBAAt(x, y)
c.R = clamp(float64(c.R) * (1 - a))
c.G = clamp(float64(c.G) * (1 - a))
c.B = clamp(float64(c.B) * (1 - a))
img.SetRGBA(x, y, c)
}
}
}
func addGlitchBars(img *image.RGBA, w, h int, count int) {
for i := 0; i < count; i++ {
barY := rand.Intn(h)
barH := 1 + rand.Intn(4)
shift := rand.Intn(30) - 15
tint := []color.RGBA{
{255, 0, 80, 255}, {0, 255, 200, 255}, {200, 0, 255, 255}, {255, 200, 0, 255},
}[rand.Intn(4)]
a := 0.1 + rand.Float64()*0.25
for dy := 0; dy < barH; dy++ {
yy := barY + dy
if yy >= h {
break
}
for x := 0; x < w; x++ {
sx := x + shift
if sx < 0 || sx >= w {
continue
}
c := img.RGBAAt(sx, yy)
c.R = clamp(float64(c.R)*(1-a) + float64(tint.R)*a)
c.G = clamp(float64(c.G)*(1-a) + float64(tint.G)*a)
c.B = clamp(float64(c.B)*(1-a) + float64(tint.B)*a)
img.SetRGBA(x, yy, c)
}
}
}
}
// === GENERATORS ===
func drawGhost(img *image.RGBA, w, h int) {
fillBg(img, w, h, color.RGBA{3, 3, 12, 255}, color.RGBA{10, 8, 30, 255})
cx := float64(w) / 2
startY := float64(h) * 0.12
fh := float64(h) * 0.70
n := w * 120
for i := 0; i < n; i++ {
t := float64(i) / float64(n)
sway := math.Sin(t*22+rand.Float64()*0.5) * float64(w) * (0.08 - t*0.05)
spread := math.Sin(t*math.Pi) * float64(w) * 0.12
px := int(cx + sway + (rand.Float64()-0.5)*spread*2)
py := int(startY + t*fh + (rand.Float64()-0.5)*4)
if px < 0 || px >= w || py < 0 || py >= h {
continue
}
alpha := (1 - t) * 0.85
if rand.Float64() > 0.96 {
for dx := -8; dx < 15+rand.Intn(w/12); dx++ {
sx := px + dx
if sx >= 0 && sx < w {
img.SetRGBA(sx, py, color.RGBA{clamp(255 * alpha), 0, clamp(100 * alpha), 255})
}
}
} else {
img.SetRGBA(px, py, color.RGBA{clamp(150 * alpha), clamp(200 * alpha), clamp(255 * alpha), 255})
}
}
addScanlines(img, w, h, 0.04)
addGlitchBars(img, w, h, 6)
}
func drawAurora(img *image.RGBA, w, h int) {
phase1 := rand.Float64() * math.Pi * 2
phase2 := rand.Float64() * math.Pi * 2
freq := 0.003 + rand.Float64()*0.004
fillBg(img, w, h, color.RGBA{2, 2, 15, 255}, color.RGBA{5, 3, 20, 255})
for y := 0; y < h; y++ {
fy := float64(y) / float64(h)
// Aurora bands in the upper portion
bandIntensity := math.Exp(-math.Pow((fy-0.3)/0.25, 2))
for x := 0; x < w; x++ {
fx := float64(x)
wave1 := math.Sin(fx*freq+phase1+fy*3) * 0.5
wave2 := math.Cos(fx*freq*1.7+phase2+fy*2) * 0.3
v := (wave1 + wave2 + 0.5) * bandIntensity
tear := 0.0
if math.Sin(fy*80+fx*0.01) > 0.97 {
tear = 0.4
}
r := clamp(v*80 + tear*200)
g := clamp(v * 255)
b := clamp(v*180 + tear*100)
c := img.RGBAAt(x, y)
c.R = clamp(float64(c.R) + float64(r))
c.G = clamp(float64(c.G) + float64(g))
c.B = clamp(float64(c.B) + float64(b))
img.SetRGBA(x, y, c)
}
}
// Stars
for i := 0; i < 400; i++ {
px, py := rand.Intn(w), rand.Intn(h/2)
b := uint8(100 + rand.Intn(155))
img.SetRGBA(px, py, color.RGBA{b, b, b, 255})
}
addGlitchBars(img, w, h, 4)
}
func drawDataRain(img *image.RGBA, w, h int) {
baseHue := rand.Float64() // randomize color each run
fillBg(img, w, h, color.RGBA{0, 0, 0, 255}, color.RGBA{5, 5, 10, 255})
cols := w / 8
for c := 0; c < cols; c++ {
x := c*8 + rand.Intn(4)
speed := 3 + rand.Intn(8)
startOff := rand.Intn(h)
length := 40 + rand.Intn(120)
for i := 0; i < length; i++ {
y := (startOff + i*speed) % h
t := float64(i) / float64(length)
brightness := (1 - t) * 0.9
// HSV-ish color from baseHue
r := clamp(math.Sin(baseHue*math.Pi*2)*100*brightness + 50*brightness)
g := clamp(math.Sin((baseHue+0.33)*math.Pi*2)*100*brightness + 200*brightness)
b := clamp(math.Sin((baseHue+0.66)*math.Pi*2)*100*brightness + 80*brightness)
for dx := 0; dx < 3; dx++ {
if x+dx < w {
img.SetRGBA(x+dx, y, color.RGBA{r, g, b, 255})
}
}
}
}
addScanlines(img, w, h, 0.06)
addGlitchBars(img, w, h, 10)
}
func drawFractalBurn(img *image.RGBA, w, h int) {
cx := float64(w)/2 + rand.Float64()*100 - 50
cy := float64(h)/2 + rand.Float64()*200 - 100
maxIter := 80 + rand.Intn(40)
zoom := 200.0 + rand.Float64()*200
// Rotating palette selection for variety
palettes := [][]color.RGBA{
// Classic purple-fire
{{20, 0, 40, 255}, {80, 0, 120, 255}, {200, 50, 50, 255}, {255, 150, 0, 255}, {255, 255, 100, 255}, {255, 255, 255, 255}},
// Ocean abyss
{{0, 5, 20, 255}, {0, 30, 80, 255}, {0, 120, 160, 255}, {40, 220, 200, 255}, {200, 255, 240, 255}, {255, 255, 255, 255}},
// Toxic green
{{5, 10, 0, 255}, {20, 60, 10, 255}, {80, 180, 20, 255}, {200, 255, 50, 255}, {255, 255, 150, 255}, {255, 255, 255, 255}},
// Infrared
{{10, 0, 0, 255}, {60, 0, 30, 255}, {180, 0, 60, 255}, {255, 80, 0, 255}, {255, 200, 50, 255}, {255, 255, 200, 255}},
}
palette := palettes[rand.Intn(len(palettes))]
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
zr := (float64(x) - cx) / zoom
zi := (float64(y) - cy) / zoom
cr, ci := zr, zi
iter := 0
for ; iter < maxIter; iter++ {
zr2, zi2 := zr*zr, zi*zi
if zr2+zi2 > 4 {
break
}
zr, zi = zr2-zi2+cr, 2*zr*zi+ci
}
t := float64(iter) / float64(maxIter)
idx := t * float64(len(palette)-1)
i1 := int(idx)
if i1 >= len(palette)-1 {
i1 = len(palette) - 2
}
frac := idx - float64(i1)
// Burn effect — occasional pixel corruption
if (x*131+y*97+iter*3)%200 < 3 {
img.SetRGBA(x, y, color.RGBA{255, 255, 255, 255})
} else {
img.SetRGBA(x, y, lerpColor(palette[i1], palette[i1+1], frac))
}
}
}
addGlitchBars(img, w, h, 8)
}
func drawVoidSignal(img *image.RGBA, w, h int) {
fillBg(img, w, h, color.RGBA{0, 0, 0, 255}, color.RGBA{0, 0, 5, 255})
ringCx := float64(w)/2 + rand.Float64()*60 - 30
ringCy := float64(h)*0.4 + rand.Float64()*100
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
dist := math.Hypot(float64(x)-ringCx, float64(y)-ringCy)
ring := math.Sin(dist*0.04) * 0.5 * math.Exp(-dist*0.001)
noise := float64((x*9871+y*6563)%256) / 256.0
v := ring*0.8 + noise*0.05
// Color: deep teal to white
r := clamp(v * 150)
g := clamp(v * 255)
b := clamp(v * 280)
img.SetRGBA(x, y, color.RGBA{r, g, b, 255})
}
}
addScanlines(img, w, h, 0.08)
addGlitchBars(img, w, h, 12)
}
func drawNeonDecay(img *image.RGBA, w, h int) {
neonColors := []color.RGBA{
{255, 0, 110, 255}, {0, 255, 200, 255}, {130, 50, 255, 255},
{255, 200, 0, 255}, {0, 150, 255, 255},
}
pick := neonColors[rand.Intn(len(neonColors))]
pick2 := neonColors[rand.Intn(len(neonColors))]
fillBg(img, w, h, color.RGBA{8, 5, 15, 255}, color.RGBA{15, 8, 25, 255})
// Neon lines that decay
for l := 0; l < 30+rand.Intn(20); l++ {
y := rand.Intn(h)
thickness := 2 + rand.Intn(6)
c := pick
if rand.Float64() > 0.5 {
c = pick2
}
decayStart := rand.Intn(w / 2)
for x := 0; x < w; x++ {
alpha := 1.0
if x > decayStart {
decay := float64(x-decayStart) / float64(w-decayStart)
alpha = 1 - decay
// Chunk decay — blocks disappear
if ((x/8)*17+l*31)%10 < int(decay*10) {
continue
}
}
for dy := 0; dy < thickness; dy++ {
yy := y + dy
if yy < h {
img.SetRGBA(x, yy, color.RGBA{
clamp(float64(c.R) * alpha),
clamp(float64(c.G) * alpha),
clamp(float64(c.B) * alpha),
255,
})
}
}
}
}
addScanlines(img, w, h, 0.03)
}
func drawStaticPortrait(img *image.RGBA, w, h int) {
// TV static with a silhouette carved out
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
v := uint8(rand.Intn(60))
img.SetRGBA(x, y, color.RGBA{v, v, v, 255})
}
}
// Silhouette — oval head + body
headCx, headCy := float64(w)/2, float64(h)*0.28
headRx, headRy := float64(w)*0.12, float64(w)*0.15
bodyCx, bodyCy := float64(w)/2, float64(h)*0.65
bodyRx, bodyRy := float64(w)*0.22, float64(h)*0.3
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
fx, fy := float64(x), float64(y)
inHead := math.Pow((fx-headCx)/headRx, 2)+math.Pow((fy-headCy)/headRy, 2) < 1
inBody := math.Pow((fx-bodyCx)/bodyRx, 2)+math.Pow((fy-bodyCy)/bodyRy, 2) < 1
if inHead || inBody {
img.SetRGBA(x, y, color.RGBA{0, 0, 0, 255})
}
}
}
// Glitch the silhouette edges
addGlitchBars(img, w, h, 15)
addScanlines(img, w, h, 0.1)
}
func drawCircuitDream(img *image.RGBA, w, h int) {
accent := []color.RGBA{
{0, 255, 180, 255}, {0, 150, 255, 255}, {255, 100, 0, 255},
}[rand.Intn(3)]
fillBg(img, w, h, color.RGBA{5, 10, 15, 255}, color.RGBA{10, 15, 25, 255})
// Grid of circuit-like paths
gridSize := 20 + rand.Intn(20)
for gy := 0; gy < h/gridSize; gy++ {
for gx := 0; gx < w/gridSize; gx++ {
if rand.Float64() > 0.3 {
continue
}
x1 := gx * gridSize
y1 := gy * gridSize
// Draw horizontal or vertical trace
horizontal := rand.Float64() > 0.5
length := gridSize * (1 + rand.Intn(4))
thick := 1 + rand.Intn(2)
alpha := 0.3 + rand.Float64()*0.7
for d := 0; d < length; d++ {
for t := 0; t < thick; t++ {
var px, py int
if horizontal {
px, py = x1+d, y1+t
} else {
px, py = x1+t, y1+d
}
if px >= 0 && px < w && py >= 0 && py < h {
img.SetRGBA(px, py, color.RGBA{
clamp(float64(accent.R) * alpha),
clamp(float64(accent.G) * alpha),
clamp(float64(accent.B) * alpha),
255,
})
}
}
}
// Node dot at start
for dx := -2; dx <= 2; dx++ {
for dy := -2; dy <= 2; dy++ {
px, py := x1+dx, y1+dy
if px >= 0 && px < w && py >= 0 && py < h {
img.SetRGBA(px, py, accent)
}
}
}
}
}
addGlitchBars(img, w, h, 5)
}
func drawPlasmaTear(img *image.RGBA, w, h int) {
p1 := rand.Float64() * 10
p2 := rand.Float64() * 10
p3 := rand.Float64() * 10
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
fx := float64(x) / float64(w) * 8
fy := float64(y) / float64(h) * 8
v1 := math.Sin(fx*1.5 + p1)
v2 := math.Sin(fy*2.0 + p2)
v3 := math.Sin((fx+fy)*1.2 + p3)
v4 := math.Sin(math.Hypot(fx-4, fy-4) * 1.5)
v := (v1 + v2 + v3 + v4) / 4.0
r := clamp((v*0.5 + 0.5) * 255)
g := clamp((math.Sin(v*math.Pi)*0.5 + 0.5) * 200)
b := clamp(((1-v)*0.5 + 0.5) * 255)
// Tear: horizontal displacement
if math.Sin(float64(y)*0.05) > 0.92 {
shift := int(math.Sin(float64(y)*0.3) * 40)
nx := x + shift
if nx >= 0 && nx < w {
img.SetRGBA(nx, y, color.RGBA{r, g, b, 255})
}
} else {
img.SetRGBA(x, y, color.RGBA{r, g, b, 255})
}
}
}
addScanlines(img, w, h, 0.05)
}
func drawBitCascade(img *image.RGBA, w, h int) {
shift := rand.Intn(8)
fillBg(img, w, h, color.RGBA{0, 0, 0, 255}, color.RGBA{0, 0, 10, 255})
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
bx, by := x>>2, y>>2
v1 := (bx ^ by) >> shift
v2 := (bx & by)
v3 := (bx | by) * 3
r := uint8((v1 * 13) % 256)
g := uint8((v2 * 7) % 256)
b := uint8((v3 * 5) % 256)
// Cascade: progressive corruption downward
corruptChance := float64(y) / float64(h)
if rand.Float64() < corruptChance*0.02 {
r, g, b = 255-r, 255-g, 255-b
}
img.SetRGBA(x, y, color.RGBA{r, g, b, 255})
}
}
addGlitchBars(img, w, h, int(float64(h)*0.005))
}
func drawDeepScan(img *image.RGBA, w, h int) {
scanY := rand.Float64()
accent := []color.RGBA{
{0, 255, 100, 255}, {255, 50, 50, 255}, {50, 100, 255, 255},
}[rand.Intn(3)]
fillBg(img, w, h, color.RGBA{0, 0, 0, 255}, color.RGBA{5, 5, 8, 255})
// Horizontal bands of data
for y := 0; y < h; y++ {
fy := float64(y) / float64(h)
bandDist := math.Abs(fy - scanY)
intensity := math.Exp(-bandDist * 8)
for x := 0; x < w; x++ {
noise := float64((x*3571+y*2819)%256) / 256.0
v := intensity * (0.5 + noise*0.5)
r := clamp(float64(accent.R) * v)
g := clamp(float64(accent.G) * v)
b := clamp(float64(accent.B) * v)
// Data blocks
if intensity > 0.3 && (x/6+y/3)%4 == 0 {
r = clamp(float64(r) * 2)
g = clamp(float64(g) * 2)
b = clamp(float64(b) * 2)
}
img.SetRGBA(x, y, color.RGBA{r, g, b, 255})
}
}
addScanlines(img, w, h, 0.06)
addGlitchBars(img, w, h, 8)
}
func drawEntropyWave(img *image.RGBA, w, h int) {
seed1 := rand.Float64() * 100
seed2 := rand.Float64() * 100
palette := []color.RGBA{
{uint8(rand.Intn(256) | 128), uint8(rand.Intn(128)), uint8(rand.Intn(256)), 255},
{uint8(rand.Intn(128)), uint8(rand.Intn(256) | 128), uint8(rand.Intn(256)), 255},
{uint8(rand.Intn(256)), uint8(rand.Intn(128)), uint8(rand.Intn(256) | 128), 255},
}
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
fx := float64(x)/float64(w)*6 + seed1
fy := float64(y)/float64(h)*6 + seed2
v := math.Sin(fx*2)*math.Cos(fy*3) +
math.Sin((fx+fy)*1.5)*0.5 +
math.Cos(fx*fy*0.3)*0.3
// Normalize -ish to 0..1
v = v*0.3 + 0.5
if v < 0 {
v = 0
}
if v > 1 {
v = 1
}
idx := v * float64(len(palette)-1)
i1 := int(idx)
if i1 >= len(palette)-1 {
i1 = len(palette) - 2
}
frac := idx - float64(i1)
c := lerpColor(palette[i1], palette[i1+1], frac)
// Entropy: increasing noise toward bottom
entropy := float64(y) / float64(h)
if rand.Float64() < entropy*0.08 {
c.R ^= uint8(rand.Intn(256))
c.G ^= uint8(rand.Intn(256))
c.B ^= uint8(rand.Intn(256))
}
img.SetRGBA(x, y, c)
}
}
addGlitchBars(img, w, h, 6)
}
// === TOPOGRAPHIC DRIFT ===
// Simulates contour/elevation maps with glitchy drift lines
func drawTopoDrift(img *image.RGBA, w, h int) {
seed1 := rand.Float64() * 100
seed2 := rand.Float64() * 100
numOctaves := 3
// Color scheme: earthy to neon
schemes := [][]color.RGBA{
{{10, 15, 20, 255}, {40, 80, 60, 255}, {180, 140, 80, 255}, {255, 200, 120, 255}},
{{5, 5, 25, 255}, {20, 60, 120, 255}, {100, 200, 220, 255}, {230, 240, 255, 255}},
{{15, 5, 10, 255}, {120, 30, 60, 255}, {220, 100, 80, 255}, {255, 220, 180, 255}},
}
scheme := schemes[rand.Intn(len(schemes))]
contourSpacing := 0.06 + rand.Float64()*0.06 // how tight the contour lines are
lineWidth := 0.008 + rand.Float64()*0.008
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
fx := float64(x)/float64(w)*4 + seed1
fy := float64(y)/float64(h)*8 + seed2 // taller aspect
// Simple fractal noise approximation
elevation := 0.0
amp := 1.0
freq := 1.0
for o := 0; o < numOctaves; o++ {
elevation += amp * (math.Sin(fx*freq*2.1+fy*freq*0.7) +
math.Cos(fy*freq*1.9+fx*freq*1.3)*0.8 +
math.Sin((fx+fy)*freq*1.1)*0.5)
amp *= 0.5
freq *= 2.0
}
elevation = elevation*0.15 + 0.5
// Contour lines: bright where elevation is near a contour level
contourDist := math.Mod(elevation, contourSpacing)
if contourDist > contourSpacing/2 {
contourDist = contourSpacing - contourDist
}
onLine := 0.0
if contourDist < lineWidth {
onLine = 1.0 - contourDist/lineWidth
}
// Base color from elevation
t := elevation
if t < 0 {
t = 0
}
if t > 1 {
t = 1
}
idx := t * float64(len(scheme)-1)
i1 := int(idx)
if i1 >= len(scheme)-1 {
i1 = len(scheme) - 2
}
base := lerpColor(scheme[i1], scheme[i1+1], idx-float64(i1))
// Brighten contour lines
r := clamp(float64(base.R) + onLine*180)
g := clamp(float64(base.G) + onLine*180)
b := clamp(float64(base.B) + onLine*180)
// Drift: horizontal displacement in bands
if math.Sin(float64(y)*0.02+seed1) > 0.85 {
shift := int(math.Sin(float64(y)*0.15) * 20)
nx := x + shift
if nx >= 0 && nx < w {
img.SetRGBA(nx, y, color.RGBA{r, g, b, 255})
continue
}
}
img.SetRGBA(x, y, color.RGBA{r, g, b, 255})
}
}
addScanlines(img, w, h, 0.03)
addGlitchBars(img, w, h, 5)
}
// === CHROMATIC SHATTER ===
// Splits RGB channels with geometric displacement — like broken glass refracting light
func drawChromaticShatter(img *image.RGBA, w, h int) {
// Generate a base pattern first (grayscale), then displace R/G/B separately
wf, hf := float64(w), float64(h)
seed := rand.Float64() * 100
// Base intensity field
baseVal := func(x, y int) float64 {
fx := float64(x)/wf*6 + seed
fy := float64(y)/hf*10 + seed*0.7
v := math.Sin(fx*1.5)*math.Cos(fy*0.8) +
math.Sin(math.Hypot(fx-3, fy-5)*2)*0.6 +
math.Cos(fx*fy*0.1)*0.4
return v*0.3 + 0.5
}
// Shatter zones: random triangular regions with big displacement
type Shard struct {
cx, cy float64
angle float64
shiftR int
shiftG int
shiftB int
radius float64
}
numShards := 5 + rand.Intn(8)
shards := make([]Shard, numShards)
for i := range shards {
shards[i] = Shard{
cx: rand.Float64() * wf,
cy: rand.Float64() * hf,
angle: rand.Float64() * math.Pi * 2,
shiftR: rand.Intn(40) - 20,
shiftG: rand.Intn(40) - 20,
shiftB: rand.Intn(40) - 20,
radius: 80 + rand.Float64()*250,
}
}
// Background: dark
fillBg(img, w, h, color.RGBA{5, 3, 10, 255}, color.RGBA{10, 5, 18, 255})
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
// Find chromatic shift for this pixel
drx, dgx, dbx := 0, 0, 0
dry, dgy, dby := 0, 0, 0
for _, s := range shards {
dist := math.Hypot(float64(x)-s.cx, float64(y)-s.cy)
if dist < s.radius {
influence := 1 - dist/s.radius
influence *= influence // quadratic falloff
drx += int(float64(s.shiftR) * influence)
dgx += int(float64(s.shiftG) * influence * 0.5)
dbx += int(float64(s.shiftB) * influence)
dry += int(float64(s.shiftR) * influence * 0.3)
dgy += int(float64(s.shiftG) * influence)
dby += int(float64(s.shiftB) * influence * 0.7)
}
}
// Sample each channel from displaced positions
sampleR := baseVal(x+drx, y+dry)
sampleG := baseVal(x+dgx, y+dgy)
sampleB := baseVal(x+dbx, y+dby)
r := clamp(sampleR * 255)
g := clamp(sampleG * 200)
b := clamp(sampleB * 280)
// Edge glow at shard boundaries
for _, s := range shards {
dist := math.Hypot(float64(x)-s.cx, float64(y)-s.cy)
edgeDist := math.Abs(dist - s.radius)
if edgeDist < 3 {
glow := (3 - edgeDist) / 3 * 0.7
r = clamp(float64(r) + glow*200)
g = clamp(float64(g) + glow*200)
b = clamp(float64(b) + glow*200)
}
}
img.SetRGBA(x, y, color.RGBA{r, g, b, 255})
}
}
addGlitchBars(img, w, h, 7)
addScanlines(img, w, h, 0.04)
}
func rand_Intn(n int) uint8 {
return uint8(rand.Intn(n))
}