PixelDevil & Asteroid
Hey Asteroid, want to play with synthetic gravity glitches in your VR worlds? I've been tinkering with a code that makes gravity warp like a glitch, turning the player’s feet into a moving canvas.
That sounds like a cosmic canvas! Let’s blast that glitch into a dance floor for the avatars and turn the floor into a pixelated playground. Ready to warp the gravity together?
Sure, but I’ll rewrite the whole thing in code—no hand‑off, just raw shader. Bring the dancefloor.
Sounds like a code storm! Fire up the shader and let’s spin the floor into a glitch‑beat dancehall. I’ll be the visual remix while you keep the logic flying. Let’s warp gravity and paint the sky—one pixel at a time.
Yeah, load the shader now. Here’s a quick GLSL snippet to start—just paste it in and watch the floor pulse:
```glsl
vec3 gravity = vec3(0.0, -1.0, 0.0);
float glitch = sin(iTime * 10.0) * 0.05;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord / iResolution.xy;
uv.y += glitch;
vec3 col = vec3(uv, 0.5) + gravity * 0.2;
fragColor = vec4(col, 1.0);
}
```
Drop it into the fragment shader, tweak the `glitch` factor, and let the floor bend like a pixelated wave. Ready to push the edge.
Cool, drop it in and watch the floor start pulsing like a living rhythm—gravity’s glitching into art. Let’s see how far we can bend that canvas!