Actionscript:
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var canvas:BitmapData = new BitmapData(1000,1000,false, 0x000000);
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addChild(new Bitmap(canvas));
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scaleX = scaleY = .5;
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var w:int = canvas.width;
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var w10:int = w * 40;
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var size:int = canvas.width * canvas.height;
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for (var i:int = 0; i<size; i++){
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var xp:int = i % w;
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var yp:int = int(i / w);
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var c1:int = (255/8) * (Math.cos(xp* Math.PI/180 * 2) + Math.sin(yp*(xp + 200)/w10));
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if (c1 <0) c1 = 256 - c1;
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c1 = (c1 <<1 | c1) ;
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canvas.setPixel(xp, yp, c1 <<15 | c1 <<7 | c1 );
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}
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var m:Matrix = new Matrix();
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m.scale(1,-1);
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m.translate(0,canvas.height);
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var clone:BitmapData = canvas.clone();
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canvas.draw(clone, m, null, BlendMode.SUBTRACT);
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clone.draw(canvas);
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clone.applyFilter(clone, clone.rect, new Point(0,0), new BlurFilter(10,10,1));
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canvas.draw(clone, null, null, BlendMode.ADD);
Randomly bit shifting on this one is actually getting a good deal of millage.. I know I can easily optimize so that it works in realtime - could even be done in pixelbender... but going to play a bit more first before I optimize....