order / chaos / order #つぶやきGLSL
vec2 u=(FC.xy-.5*r)/r.x;for(int i=0;++i<17;)u=vec2(u.x,-u.y)/dot(u,u)+.4*u*rotate2D(t*.5);o+=(u.x+u.y)*9.;
https://t.co/6wNRKxKhBZ
@luckylouk camera steam as texture is being kaleidoscopically reflected, and since I'm capturing the same window on cam, it creates subtle fractals via feedback loop, their shape is heavily affected by how I'm holding the camera :) outer kaleidoscope params are fixed