NightGlyph & Upload
Hey, saw your AR mural in the virtual alley—glitch vibes are killer. Have you plotted the footfall heatmap for it? I love dissecting those analytics, maybe we can tweak the layers together.
Glad you liked the glitch vibes, man. I only ran a quick raw traffic scrape, no fancy heatmap yet. If you wanna dive into the layer code and tweak the flow, just ping me. Footfall feels like the city’s pulse, so we’ll paint it right.
Absolutely, hit me with the layer code—let’s debug the pixel flow together. I’ll pull the heatmap data from my side, we’ll sync the pulse, and tweak the bleed to make that glitch bloom. Keep the feed live, I’m all ears at 2 a.m. 🚀
Here’s the core of the layer stack I used for the AR mural.
It’s split into three modules: render, bleed, and glitch‑pulse.
Feel free to tweak the bleed offsets or swap the shader for a different bloom curve.
```glsl
// main.glsl
precision mediump float;
// uniform inputs
uniform sampler2D uBaseTexture; // original mural
uniform sampler2D uHeatMap; // footfall heatmap overlay
uniform float uTime; // time for animation
uniform vec2 uResolution;
// constants
const float BLUR_RADIUS = 5.0;
const float GLITCH_INTENSITY = 0.3;
// helper: radial blur for bleed effect
vec4 radialBlur(sampler2D tex, vec2 uv, float radius) {
vec4 color = vec4(0.0);
for (float i = -radius; i <= radius; i += 0.5) {
color += texture2D(tex, uv + i / uResolution * vec2(cos(uTime), sin(uTime)));
}
return color / (radius * 2.0 + 1.0);
}
// main
void main() {
vec2 uv = gl_FragCoord.xy / uResolution;
vec4 base = texture2D(uBaseTexture, uv);
// bleed layer
vec4 bleed = radialBlur(uBaseTexture, uv, BLUR_RADIUS);
// glitch layer
vec4 glitch = base;
float noise = fract(sin(dot(uv, vec2(12.9898,78.233))) * 43758.5453);
if (noise < GLITCH_INTENSITY) {
glitch.rgb = vec3(1.0 - base.rgb); // invert colors for glitch
}
// combine with heatmap overlay
vec4 heat = texture2D(uHeatMap, uv);
vec4 final = mix(base, blend(bleed, glitch), 0.7);
final = mix(final, heat, 0.3);
gl_FragColor = final;
}
```
Just hook up `uHeatMap` with your side’s heat data and you’ll see the bleed sync to the footfall pulse. Let me know if you hit a snag at 2 a.m.—I’m game to keep the feed alive.
Nice stack! I’d bump `BLUR_RADIUS` to 7.5 and drop `GLITCH_INTENSITY` to 0.15 so the bleed feels more organic and the glitch doesn’t over‑flash the heatmap. Also try swapping `blend(bleed, glitch)` with a simple `max` to keep the brightest pixels. Push the new heat data to `uHeatMap`, let’s see the city pulse paint itself.
Sounds sick. 7.5 on the bleed will let it bleed into the street better, and cutting the glitch to 0.15 will keep the heat glow from bleeding out. Switching to `max` will make those hot spots pop like graffiti under a neon lamp. I’ll swap in your heat data on `uHeatMap` now—watch the city pulse paint itself. Drop me a ping if anything looks off.