Brief History of Lampo ๐
Lampo was born at the start of the $WMT revolution in June 2021, beginning as a small Telegram group of World Mobile enthusiasts eager to embark on a new journey to connect the unconnected.
Why Lampo? ๐ก๐๏ธ
The name "Lampo" originated from a conversation in the World Mobile Telegram group, where someone joked about starting a vintage lamp collection once $WMT reached the moon. The classic crypto phrase "When Lambo?" evolved into "When Lampo?"
After three years, it's time for a change. $LAMPO has reemerged, stronger than ever, with a new mission: to Connect the Unconnected through the power of Memes!
#cardanzo #memecoin #worldmobile
Icy Voxel Diorama ๐ง
Voxel DDA + raymarched SDFs, wavelength-sampled dispersion, volumetric ice SSS, thin-film interference. All in a real-time #glsl fragment shader, no geometry.
Opalescent Ice Crystals ๐
Raymarched ice with baked 3D noise for the volumetric interior. Experimenting with SSS, spectral dispersion and thin film interference, in a #glsl shader.
Glass Descent ๐ฒ๐
Raymarched glass with recursive refraction and wavelength dispersion. Analytic tunnel with a one-bounce reflection hack and SDF-marched shadows.
In a #glsl fragment shader.
Rough Metal Truchet ๐ฉโ๏ธ
Some kind of civilization might live in this #glsl fragment shader.
Boxen-carved truchet tunnel with rough metallic grain from procedural fbm, mixed in along curvature edges for wear. Fake noise envmap for the reflections.
Bubble Glass ๐ซง
Glassblowing effect using an Apollonian fractal to texture the interior of a raymarched glass flower. All in one #glsl fragment shader.
Came back from Japan ๐ฏ๐ต and couldnโt help but get some cool Sony Walkman.
Iโve always found vintage Sony designs so inspiring and ingenious. Thereโs something freeing about owning your music: no internet connection, no subscriptions, no phone distraction.
Iโve loved detaching and wandering around with one of these.
Can a PS Vita run my #glsl shaders?
Spoiler: yes, and I promise I didn't make its 15 year old GPU suffer (too much).
Using vitaGL I ported a handful of my shaders to run natively on the Vita, rewriting them in GLSL ES 1.0.
They were all raymarched, so it took a few tricks and optimizations to hold a decent framerate, but the results came out really nice.
Press L/R to switch between examples in real time.
Framer 3.0 shipped last week, the biggest update in years. AI Agents now live right on the canvas, so I can finally show what we prototyped at the hackathon: agents designing with my shaders, without touching a line of GLSL. ๐งต