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Globosrgb

platform :

  Windows
type :

  4k
release date : july 2012
release party : Euskal 2012
compo : combined intro
ranked : disqualified
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popularity :
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average rating -0.43
alltime top: #32459
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added on the 2012-08-01 by ham  

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comments
piggie.
  added on the 2012-08-01 19:06:13 by sensenstahl  
Glowworms on a cowboy ride
  added on the 2012-08-01 22:36:28 by Bobic  
Piggie from me. Its simple, but pretty.
  added on the 2012-08-02 01:00:49 by front243  
sooo.. pretty
  added on the 2012-08-02 07:06:47 by zorke  
ripoff ?
  added on the 2012-08-02 15:04:55 by Tigrou  
Rip off!
  added on the 2012-08-02 16:11:45 by xernobyl  
wow come on.. calling RGB blobs a ripoff is just retarded.. unless it's a clear case of copy/paste.. and it has(awful) audio too! :)

although i have to say, looking at the path the particles follow, it does look like a copy/paste job..

piggy for now
  added on the 2012-08-02 16:59:43 by mind  
again? at euskal?? coños que pasa con vosotros??
  added on the 2012-08-02 19:52:19 by jeenio  
mind: it's not the same effect, it's the same code.
  added on the 2012-08-02 20:07:00 by xernobyl  
.
  added on the 2012-08-02 21:13:00 by p01  
meh
  added on the 2012-08-02 22:24:33 by las  
I think... I've seen these blobs somewhere else before... LOL
Pretty effect! ROFL
  added on the 2012-08-02 23:06:11 by PauloFalcao  
how to make 4k's for lamers :
1/ go to glsl heroku
2/ choose something that look good and copy shaders
3/ add crappy music
?
profit ! (or not)
  added on the 2012-08-03 00:02:23 by Tigrou  
sighrippedbla
  added on the 2012-08-03 01:43:59 by neoman  
What PauloFalcao said.
  added on the 2012-08-03 03:19:04 by mrdoob  
LAMER!

Shader extracted from globosrgb_ic.exe with glintercept tool ->

Code:

float makeB(vec2 p,float fx,float fy,float sx,float sy,float t){ float xx=p.x+sin(t*fx)*sx; float yy=p.y+cos(t*fy)*sy; return 1.0/sqrt(xx*xx+yy*yy)*.7;}uniform vec4 fpar[1];void main(void){ vec2 res = fpar[0].xy; res = vec2(800.,600.); vec2 p=(gl_FragCoord.xy/res.x)*2.0-vec2(1.0,res.y/res.x); float r,g,b; float t = fpar[0].z; r =makeB(p,3.3,2.9,0.3,0.3,t); r+=makeB(p,1.9,2.0,0.4,0.4,t); r+=makeB(p,0.8,0.7,0.4,0.5,t); r+=makeB(p,2.3,0.1,0.6,0.3,t); r+=makeB(p,0.8,1.7,0.5,0.4,t); r+=makeB(p,0.3,1.0,0.4,0.4,t); r+=makeB(p,1.4,1.7,0.4,0.5,t); r+=makeB(p,1.3,2.1,0.6,0.3,t); r+=makeB(p,1.8,1.7,0.5,0.4,t); g =makeB(p,1.2,1.9,0.3,0.3,t); g+=makeB(p,0.7,2.7,0.4,0.4,t); g+=makeB(p,1.4,0.6,0.4,0.5,t); g+=makeB(p,2.6,0.4,0.6,0.3,t); g+=makeB(p,0.7,1.4,0.5,0.4,t); g+=makeB(p,0.7,1.7,0.4,0.4,t); g+=makeB(p,0.8,0.5,0.4,0.5,t); g+=makeB(p,1.4,0.9,0.6,0.3,t); g+=makeB(p,0.7,1.3,0.5,0.4,t); b =makeB(p,3.7,0.3,0.3,0.3,t); b+=makeB(p,1.9,1.3,0.4,0.4,t); b+=makeB(p,0.8,0.9,0.4,0.5,t); b+=makeB(p,1.2,1.7,0.6,0.3,t); b+=makeB(p,0.3,0.6,0.5,0.4,t); b+=makeB(p,0.3,0.3,0.4,0.4,t); b+=makeB(p,1.4,0.8,0.4,0.5,t); b+=makeB(p,0.2,0.6,0.6,0.3,t); b+=makeB(p,1.3,0.5,0.5,0.4,t); gl_FragColor = vec4((vec3(r,g,b)/32.0),1.0);}


Compare the previous code with this -> http://glsl.heroku.com/e#2863.0

I'm feeling very disappointed with the "author" of this lame intro.
  added on the 2012-08-03 11:49:15 by ham  
hoho
  added on the 2012-08-03 14:16:09 by Tigrou  
Never thought I would ever give a finger down to anyone, and much less to a guy I have personally met. But this intro is obviously ripped :-(

There are a few differences that may have been introduced just as a matter of taste, with a few values tweaked. But it is exactly the same code, there are even a lot of variables with the same name. It is particularly clear when you compare the functions makePoint() and makeB(). He made that super-nice name change to the function, and replaced two float parameters with a vec2. Then he didn't understand what's happening there so left everything else untouched fearing it could broke. Well, he added a multiplication on end to scale down the size (BTW, I'm not sure if writing numbers in that way can give problems with some ATI drivers).

Another difference is that resolution is hard-coded instead of passed by the CPU program (a bad idea IMHO). Again, we can see a difference of coding style, his numbers don't put the final 0 (and, again, I wonder if that can give problems with ATI drivers). That subtle final 0 is present on the untouched code. Also, there's an unnecessary assignment before.

So, to resume: Ripped code from http://glsl.heroku.com/e#2863.0 with (very few) cosmetic and matter of taste changes and two or three master touches to make it worse. The algorithm is the same, nearly letter by letter.

Thumbs down, dude :-( A stolen car is the same car that has been stolen, even if you open the windows, change the radio dial and put a sticker with your name on it.

What a disappoint.
  added on the 2012-08-04 09:04:54 by Debvgger  
No excuses, I deserve public scorn. PauloFalcao, the other participants, demosceners, sorry, my most sincere apologies.
I will contact the organizers to cancel the intro, and disqualified from the contest.
ic - "who presented the production"
  added on the 2012-08-06 21:15:53 by ic2  
pggie for (late) insight, i hope at least you learned something about coding glsl as well =)
  added on the 2012-08-07 14:06:26 by wysiwtf  
rip off :'(
  added on the 2012-08-07 14:09:46 by rez  
Ripping suxx!
  added on the 2012-08-19 20:37:20 by hArDy.  
:(
  added on the 2012-09-08 23:06:26 by BackSpace  
nuff said.
  added on the 2013-01-03 04:05:03 by T$  
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