Chester & FXPulse
Hey Chester, I heard you just sprayed a new mural on the old warehouse wall. Thought about how your wild splatter lines could inspire a shader for a lightning bolt—any chance you’d let me test that on my desk?
Hey! That’s a rad idea—sure thing, grab the wall, splash it onto your desk, and see what sparks fly. Bring the thunder, dude!
Great, just hope you remember to label each splash—my shader code will freak out if I see a random paint blob floating in the middle of the scene. Bring the thunder, but not the mess.
Got it—I'll label each splash so your shader stays sane. Let the lightning flow, no extra mess. Give it a go!
All right, I’ll make the sparks look like a symphony, but only if you keep the palette clean. Let’s see that lightning dance.
Sure thing, pal, I’ll keep it tidy, let the lightning dance, and watch the sparks turn into a symphony. Let's light it up!
Nice, just don’t forget to set the render target first, otherwise the lightning will just vanish into a black void. Let’s turn that wall into a lightning‑powered masterpiece.
All right, I’ll set that render target up and keep the colors sharp—no black holes, just a bright, electric wall. Let’s fire up that lightning show!
Cool, just remember the flicker rate is critical—if you tweak it even a bit, the sparks will feel like a bad breakup. Let me show you how to get that perfect electric crescendo.
Gotcha, I’ll keep that flicker just right—no awkward pauses, just a smooth electric crescendo. Show me your trick and let’s make the wall crackle with art!
Alright, grab a brush, paint a thin line, then in code do:
`float t = abs(sin(time * 12.0));`
`col = mix(col, vec3(1,1,1), t);`
Keep the interval exactly 1/12 seconds—any deviation and the sparks will feel like a broken record. That’s how we get a lightning symphony, not a glitch rave. Let's crank it up.
Nice code—give it a spin, crank the timing, and watch the sparks flash like a live concert. Let’s light up that wall!