feat: daily wallpaper generator with 12 randomized algorithms
Picks 6 of 12 each run, all params randomized. Pixel 8 (1080x2400). Algorithms: ghost, aurora, data-rain, fractal-burn, void-signal, neon-decay, static-portrait, circuit-dream, plasma-tear, bit-cascade, deep-scan, entropy-wave.
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.gitignore
vendored
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.gitignore
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daily-preview/
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daily-*/
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daily.go
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daily.go
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// Daily Glitch Wallpaper Generator
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// Generates 6 unique glitch-inspired wallpapers at Pixel 8 resolution (1080x2400)
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// Each run produces different art via randomized parameters and algorithm selection.
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//
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// Usage: go run daily.go [output-dir]
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package main
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import (
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"fmt"
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"image"
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"image/color"
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"image/png"
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"math"
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"math/rand"
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"os"
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"path/filepath"
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"time"
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)
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const (
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W = 1080
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H = 2400
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)
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func main() {
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rand.Seed(time.Now().UnixNano())
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outDir := "daily-output"
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if len(os.Args) > 1 {
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outDir = os.Args[1]
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}
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os.MkdirAll(outDir, 0755)
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// Pool of generators — pick 6 unique ones (or repeat with different params if pool < 6)
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type Generator struct {
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Name string
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Draw func(img *image.RGBA, w, h int)
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}
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generators := []Generator{
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{"ghost-in-the-machine", drawGhost},
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{"pixel-aurora", drawAurora},
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{"data-rain", drawDataRain},
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{"fractal-burn", drawFractalBurn},
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{"void-signal", drawVoidSignal},
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{"neon-decay", drawNeonDecay},
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{"static-portrait", drawStaticPortrait},
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{"circuit-dream", drawCircuitDream},
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{"plasma-tear", drawPlasmaTear},
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{"bit-cascade", drawBitCascade},
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{"deep-scan", drawDeepScan},
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{"entropy-wave", drawEntropyWave},
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}
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// Shuffle and pick 6
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rand.Shuffle(len(generators), func(i, j int) {
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generators[i], generators[j] = generators[j], generators[i]
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})
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for i := 0; i < 6; i++ {
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gen := generators[i]
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img := image.NewRGBA(image.Rect(0, 0, W, H))
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gen.Draw(img, W, H)
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name := fmt.Sprintf("%02d-%s.png", i+1, gen.Name)
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path := filepath.Join(outDir, name)
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f, err := os.Create(path)
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if err != nil {
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fmt.Fprintf(os.Stderr, "error: %v\n", err)
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continue
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}
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png.Encode(f, img)
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f.Close()
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fmt.Printf("✓ %s\n", path)
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}
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fmt.Println("\n🎪 Done!")
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}
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func clamp(v float64) uint8 {
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if v < 0 {
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return 0
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}
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if v > 255 {
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return 255
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}
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return uint8(v)
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}
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func lerpColor(a, b color.RGBA, t float64) color.RGBA {
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return color.RGBA{
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clamp(float64(a.R)*(1-t) + float64(b.R)*t),
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clamp(float64(a.G)*(1-t) + float64(b.G)*t),
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clamp(float64(a.B)*(1-t) + float64(b.B)*t),
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255,
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}
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}
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func fillBg(img *image.RGBA, w, h int, top, bot color.RGBA) {
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for y := 0; y < h; y++ {
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t := float64(y) / float64(h)
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c := lerpColor(top, bot, t)
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for x := 0; x < w; x++ {
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img.SetRGBA(x, y, c)
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}
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}
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}
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func addScanlines(img *image.RGBA, w, h int, intensity float64) {
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for y := 0; y < h; y += 2 + rand.Intn(3) {
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a := intensity * (0.5 + rand.Float64()*0.5)
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for x := 0; x < w; x++ {
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c := img.RGBAAt(x, y)
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c.R = clamp(float64(c.R) * (1 - a))
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c.G = clamp(float64(c.G) * (1 - a))
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c.B = clamp(float64(c.B) * (1 - a))
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img.SetRGBA(x, y, c)
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}
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}
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}
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func addGlitchBars(img *image.RGBA, w, h int, count int) {
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for i := 0; i < count; i++ {
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barY := rand.Intn(h)
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barH := 1 + rand.Intn(4)
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shift := rand.Intn(30) - 15
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tint := []color.RGBA{
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{255, 0, 80, 255}, {0, 255, 200, 255}, {200, 0, 255, 255}, {255, 200, 0, 255},
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}[rand.Intn(4)]
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a := 0.1 + rand.Float64()*0.25
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for dy := 0; dy < barH; dy++ {
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yy := barY + dy
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if yy >= h {
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break
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}
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for x := 0; x < w; x++ {
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sx := x + shift
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if sx < 0 || sx >= w {
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continue
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}
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c := img.RGBAAt(sx, yy)
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c.R = clamp(float64(c.R)*(1-a) + float64(tint.R)*a)
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c.G = clamp(float64(c.G)*(1-a) + float64(tint.G)*a)
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c.B = clamp(float64(c.B)*(1-a) + float64(tint.B)*a)
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img.SetRGBA(x, yy, c)
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}
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}
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}
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}
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// === GENERATORS ===
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func drawGhost(img *image.RGBA, w, h int) {
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fillBg(img, w, h, color.RGBA{3, 3, 12, 255}, color.RGBA{10, 8, 30, 255})
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cx := float64(w) / 2
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startY := float64(h) * 0.12
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fh := float64(h) * 0.70
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n := w * 120
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for i := 0; i < n; i++ {
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t := float64(i) / float64(n)
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sway := math.Sin(t*22+rand.Float64()*0.5) * float64(w) * (0.08 - t*0.05)
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spread := math.Sin(t*math.Pi) * float64(w) * 0.12
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px := int(cx + sway + (rand.Float64()-0.5)*spread*2)
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py := int(startY + t*fh + (rand.Float64()-0.5)*4)
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if px < 0 || px >= w || py < 0 || py >= h {
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continue
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}
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alpha := (1 - t) * 0.85
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if rand.Float64() > 0.96 {
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for dx := -8; dx < 15+rand.Intn(w/12); dx++ {
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sx := px + dx
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if sx >= 0 && sx < w {
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img.SetRGBA(sx, py, color.RGBA{clamp(255 * alpha), 0, clamp(100 * alpha), 255})
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}
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}
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} else {
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img.SetRGBA(px, py, color.RGBA{clamp(150 * alpha), clamp(200 * alpha), clamp(255 * alpha), 255})
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}
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}
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addScanlines(img, w, h, 0.04)
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addGlitchBars(img, w, h, 6)
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}
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func drawAurora(img *image.RGBA, w, h int) {
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phase1 := rand.Float64() * math.Pi * 2
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phase2 := rand.Float64() * math.Pi * 2
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freq := 0.003 + rand.Float64()*0.004
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fillBg(img, w, h, color.RGBA{2, 2, 15, 255}, color.RGBA{5, 3, 20, 255})
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for y := 0; y < h; y++ {
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fy := float64(y) / float64(h)
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// Aurora bands in the upper portion
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bandIntensity := math.Exp(-math.Pow((fy-0.3)/0.25, 2))
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for x := 0; x < w; x++ {
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fx := float64(x)
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wave1 := math.Sin(fx*freq+phase1+fy*3) * 0.5
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wave2 := math.Cos(fx*freq*1.7+phase2+fy*2) * 0.3
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v := (wave1 + wave2 + 0.5) * bandIntensity
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tear := 0.0
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if math.Sin(fy*80+fx*0.01) > 0.97 {
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tear = 0.4
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}
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r := clamp(v*80 + tear*200)
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g := clamp(v * 255)
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b := clamp(v*180 + tear*100)
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c := img.RGBAAt(x, y)
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c.R = clamp(float64(c.R) + float64(r))
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c.G = clamp(float64(c.G) + float64(g))
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c.B = clamp(float64(c.B) + float64(b))
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img.SetRGBA(x, y, c)
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}
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}
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// Stars
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for i := 0; i < 400; i++ {
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px, py := rand.Intn(w), rand.Intn(h/2)
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b := uint8(100 + rand.Intn(155))
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img.SetRGBA(px, py, color.RGBA{b, b, b, 255})
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}
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addGlitchBars(img, w, h, 4)
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}
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func drawDataRain(img *image.RGBA, w, h int) {
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baseHue := rand.Float64() // randomize color each run
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fillBg(img, w, h, color.RGBA{0, 0, 0, 255}, color.RGBA{5, 5, 10, 255})
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cols := w / 8
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for c := 0; c < cols; c++ {
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x := c*8 + rand.Intn(4)
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speed := 3 + rand.Intn(8)
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startOff := rand.Intn(h)
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length := 40 + rand.Intn(120)
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for i := 0; i < length; i++ {
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y := (startOff + i*speed) % h
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t := float64(i) / float64(length)
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brightness := (1 - t) * 0.9
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// HSV-ish color from baseHue
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r := clamp(math.Sin(baseHue*math.Pi*2)*100*brightness + 50*brightness)
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g := clamp(math.Sin((baseHue+0.33)*math.Pi*2)*100*brightness + 200*brightness)
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b := clamp(math.Sin((baseHue+0.66)*math.Pi*2)*100*brightness + 80*brightness)
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for dx := 0; dx < 3; dx++ {
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if x+dx < w {
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img.SetRGBA(x+dx, y, color.RGBA{r, g, b, 255})
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}
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}
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}
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}
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addScanlines(img, w, h, 0.06)
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addGlitchBars(img, w, h, 10)
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}
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func drawFractalBurn(img *image.RGBA, w, h int) {
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cx := float64(w)/2 + rand.Float64()*100 - 50
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cy := float64(h)/2 + rand.Float64()*200 - 100
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maxIter := 80 + rand.Intn(40)
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zoom := 200.0 + rand.Float64()*200
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palette := []color.RGBA{
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{20, 0, 40, 255}, {80, 0, 120, 255}, {200, 50, 50, 255},
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{255, 150, 0, 255}, {255, 255, 100, 255}, {255, 255, 255, 255},
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}
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for y := 0; y < h; y++ {
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for x := 0; x < w; x++ {
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zr := (float64(x) - cx) / zoom
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zi := (float64(y) - cy) / zoom
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cr, ci := zr, zi
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iter := 0
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for ; iter < maxIter; iter++ {
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zr2, zi2 := zr*zr, zi*zi
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if zr2+zi2 > 4 {
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break
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}
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zr, zi = zr2-zi2+cr, 2*zr*zi+ci
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}
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t := float64(iter) / float64(maxIter)
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idx := t * float64(len(palette)-1)
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i1 := int(idx)
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if i1 >= len(palette)-1 {
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i1 = len(palette) - 2
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}
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frac := idx - float64(i1)
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// Burn effect — occasional pixel corruption
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if (x*131+y*97+iter*3)%200 < 3 {
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img.SetRGBA(x, y, color.RGBA{255, 255, 255, 255})
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} else {
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img.SetRGBA(x, y, lerpColor(palette[i1], palette[i1+1], frac))
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}
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}
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}
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addGlitchBars(img, w, h, 8)
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}
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func drawVoidSignal(img *image.RGBA, w, h int) {
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fillBg(img, w, h, color.RGBA{0, 0, 0, 255}, color.RGBA{0, 0, 5, 255})
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ringCx := float64(w)/2 + rand.Float64()*60 - 30
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ringCy := float64(h)*0.4 + rand.Float64()*100
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for y := 0; y < h; y++ {
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for x := 0; x < w; x++ {
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dist := math.Hypot(float64(x)-ringCx, float64(y)-ringCy)
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ring := math.Sin(dist*0.04) * 0.5 * math.Exp(-dist*0.001)
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noise := float64((x*9871+y*6563)%256) / 256.0
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v := ring*0.8 + noise*0.05
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// Color: deep teal to white
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r := clamp(v * 150)
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g := clamp(v * 255)
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b := clamp(v * 280)
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img.SetRGBA(x, y, color.RGBA{r, g, b, 255})
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}
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}
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addScanlines(img, w, h, 0.08)
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addGlitchBars(img, w, h, 12)
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}
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func drawNeonDecay(img *image.RGBA, w, h int) {
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neonColors := []color.RGBA{
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{255, 0, 110, 255}, {0, 255, 200, 255}, {130, 50, 255, 255},
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{255, 200, 0, 255}, {0, 150, 255, 255},
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}
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pick := neonColors[rand.Intn(len(neonColors))]
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pick2 := neonColors[rand.Intn(len(neonColors))]
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fillBg(img, w, h, color.RGBA{8, 5, 15, 255}, color.RGBA{15, 8, 25, 255})
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// Neon lines that decay
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for l := 0; l < 30+rand.Intn(20); l++ {
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y := rand.Intn(h)
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thickness := 2 + rand.Intn(6)
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c := pick
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if rand.Float64() > 0.5 {
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c = pick2
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}
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decayStart := rand.Intn(w / 2)
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for x := 0; x < w; x++ {
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alpha := 1.0
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if x > decayStart {
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decay := float64(x-decayStart) / float64(w-decayStart)
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alpha = 1 - decay
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// Chunk decay — blocks disappear
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if ((x/8)*17+l*31)%10 < int(decay*10) {
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continue
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}
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}
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for dy := 0; dy < thickness; dy++ {
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yy := y + dy
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if yy < h {
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img.SetRGBA(x, yy, color.RGBA{
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clamp(float64(c.R) * alpha),
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clamp(float64(c.G) * alpha),
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clamp(float64(c.B) * alpha),
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255,
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})
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}
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}
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}
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}
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addScanlines(img, w, h, 0.03)
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}
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func drawStaticPortrait(img *image.RGBA, w, h int) {
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// TV static with a silhouette carved out
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for y := 0; y < h; y++ {
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for x := 0; x < w; x++ {
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v := uint8(rand.Intn(60))
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img.SetRGBA(x, y, color.RGBA{v, v, v, 255})
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}
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}
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// Silhouette — oval head + body
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headCx, headCy := float64(w)/2, float64(h)*0.28
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headRx, headRy := float64(w)*0.12, float64(w)*0.15
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bodyCx, bodyCy := float64(w)/2, float64(h)*0.65
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bodyRx, bodyRy := float64(w)*0.22, float64(h)*0.3
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for y := 0; y < h; y++ {
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for x := 0; x < w; x++ {
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fx, fy := float64(x), float64(y)
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inHead := math.Pow((fx-headCx)/headRx, 2)+math.Pow((fy-headCy)/headRy, 2) < 1
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inBody := math.Pow((fx-bodyCx)/bodyRx, 2)+math.Pow((fy-bodyCy)/bodyRy, 2) < 1
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if inHead || inBody {
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img.SetRGBA(x, y, color.RGBA{0, 0, 0, 255})
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}
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}
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}
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// Glitch the silhouette edges
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addGlitchBars(img, w, h, 15)
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addScanlines(img, w, h, 0.1)
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}
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func drawCircuitDream(img *image.RGBA, w, h int) {
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accent := []color.RGBA{
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{0, 255, 180, 255}, {0, 150, 255, 255}, {255, 100, 0, 255},
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}[rand.Intn(3)]
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fillBg(img, w, h, color.RGBA{5, 10, 15, 255}, color.RGBA{10, 15, 25, 255})
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// Grid of circuit-like paths
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gridSize := 20 + rand.Intn(20)
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for gy := 0; gy < h/gridSize; gy++ {
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for gx := 0; gx < w/gridSize; gx++ {
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if rand.Float64() > 0.3 {
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continue
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}
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x1 := gx * gridSize
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y1 := gy * gridSize
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// Draw horizontal or vertical trace
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horizontal := rand.Float64() > 0.5
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length := gridSize * (1 + rand.Intn(4))
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thick := 1 + rand.Intn(2)
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alpha := 0.3 + rand.Float64()*0.7
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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)
|
||||
}
|
||||
|
||||
func rand_Intn(n int) uint8 {
|
||||
return uint8(rand.Intn(n))
|
||||
}
|
||||
Loading…
Reference in a new issue