BREAKING NEWS: Cliff collapse in Kohimarama

Posted by tomachi on April 4th, 2017 filed in News
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Cliff collapse in Kohimarama persons unaccounted for (they safe now)

#Breaking #Auckland #landslide #missionbay #kohimarama

It was not before 8:40pm. But after 8pm maybe. I can still feel the odd after-shock I reckon. I’m located in Comins Crescent but have no idea till the morning where this landslide is located. My theory: the Nihil Reserve earthworks nearby. Hopefully I’m still here in the morning. If not…. well it has been a sweet sweet life. Can die happy. Ready to be swallowed up, but hey I might go for a midnight walk in the rain…

Landslide in Mission Bay

Landslide in Mission Bay

 


Sine Wave Zion – Additive Colour Demo in Shadertoy

Posted by tomachi on March 17th, 2017 filed in Visuals
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Chilin – my African friend asked me if I could make a shader to visualise a sound or sine wave with harmonics included, so I wrote this WebGL shadertoy:

In the end, I didn’t quite get there but this shader makes a nice illustration of the theory of additive colours, as various offsets of the sine waves are given their own channel: Red for the main frequency, Green for the second harmonic or octave, and Blue for the third harmonic.

Features: sine waves, pi, mouse input to alter parameters, interference patterns

Highlights of the code

This is just a normalised sine function of time multiplied by the pixel co-ordinates being rendered.

vec2 S; // speed of fundamental
S.x = (xy.x + xy.y)*(xy.x – xy.y)*0.5; // “velocity potential” a square of the pixel distance so it gets big quick
S.x -= iGlobalTime *timespeed; // animate stream
vec2 sxy = sin(3.14159 * S * 1.0 ); // its a sine wave of time and pi

The Full Code

// Concept: an animation of wave harmonics
// show 1st, 2nd, 3rd order harmonics somehow

float divs = 2.2;

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec4 m = iMouse; 
if ( m.x == 0. && m.y == 0.) {
m.x = iResolution.x / 2.;
m.y = iResolution.y / 2.;
}
float dist = m.x - ( iResolution.x / 2.0 ); // centererd
float speed = 0.0009; // 0.9 camera movement to plane 
float timespeed = 0.1 ; // 0.1 wave movement on the ribbons
  
// MOUSE: multiple by my or mx to get value between 1 and 2
float my = float( (m.y + iResolution.y ) / iResolution.y );
float mx = float( (m.x + iResolution.y ) / iResolution.x );

float t = 8.0 - speed ;

// divs create staggered / staged division, old setting was divs += t / 0.20;
// let the mouse distance control the zoom
divs += t / ( ( m.x + 2. ) / iResolution.x );
 
vec2 div = vec2( divs, divs*iResolution.y/iResolution.x );
vec2 uv = fragCoord.xy / iResolution.xy;
 
// center on screen then pan off:
uv -= 0.1 + (iGlobalTime*0.0001); 
 
float b = 1.0*divs/iResolution.x; // blur over 2.4 pixels

vec2 xy = div*uv;
 
vec2 S; // speed of fundamental
vec2 S2; // speed of 1st octave
vec2 S3; // speed of 2nd harmonic (perfect fifth?)


S.x = (xy.x + xy.y)*(xy.x - xy.y)*0.5; // "velocity potential"
S2.x = (xy.x + xy.y)*(xy.x - xy.y)*0.5; // "velocity potential"
S3.x = (xy.x + xy.y)*(xy.x - xy.y)*0.5; // "velocity potential"

S.y = xy.x*xy.y; // stream function
S2.y = xy.x*xy.y; // stream function 
S3.y = xy.x*xy.y; // stream function


// speed of the dots
S.x -= iGlobalTime *timespeed; // animate stream
S2.x -= iGlobalTime *timespeed + (my * 20. ); // animate stream
S3.x -= iGlobalTime *timespeed + (my * 20.); // animate stream

 
 
// HERE IS THE WAVE HARMONICS 
// SXY IS FUNDAMENTAL WAVE2 IS 2ND HARMONIC
// sxy is *probably* the main wave
// wave2 is the 2nd harmonic
 
vec2 sxy = sin(3.14159 * S * 1.0 );
vec2 wave2 = sin(3.14159 * S2 * 2.0 ); // 2.00 is double
vec2 wave3 = sin(3.14159 * S3 * 3.0 ); // 3.00 is double
 
 
// w2 is the 2nd harmonic
float a = sxy.x * sxy.y; // combine sine waves using product
float w2 = wave2.x * wave2.y; // combine sine waves using product
float w3 = wave3.x * wave3.y; // combine sine waves using product
 
// not sure what this does but we will do it to w2, w3 as well
a = 0.5*a + 0.5; // remap to [0..1]
a = smoothstep( 0.85-b, 0.85+b, a ); // threshold
 
w2 = 0.5*a + 0.5; // remap to [0..1]
w2 = smoothstep( 0.85-b, 0.85+b, a ); // threshold
 
w3 = 0.5*a + 0.5; // remap to [0..1]
w3 = smoothstep( 0.85-b, 0.85+b, a ); // threshold
 
float c = sqrt( a ); // correct for gamma
float w2gamma = sqrt( w2 ); // correct for gamma
float w3gamma = sqrt( w3 ); // correct for gamma
 
float red, green, blue;
 
red = sxy.x - sxy.y ;
green = wave2.x - wave2.y;
blue = wave3.x - wave3.y;
 
float crossover = -1.5;
 
if (red < crossover) {
red = red * -1.;
}
if (green < crossover) {
green = green * -1.;
} 
if (blue < crossover) {
blue = blue * -1.;
} 
 
fragColor = vec4( red, green, blue, 1.0);

}


The cosmic consciousness is real…

Posted by tomachi on February 25th, 2017 filed in Science
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To me, the following information is quite a game changer (from Dean Randin’s original physics essasy PDF). It is on the level of the discovery of alien life. This seems to indicate or prove the potential existence of higher dimensional fields we may never be able to be aware of.

Essentially “the cosmic consciousness” is actually a non-local quantum state of matter!

Non-local = faster than light I understand. The following excerpt from: collective-evolution.com/…meditators-collapsing-quantum-systems-at-a-distance
 
“For audio feedback, during attention-away periods the computer played a soft, continuous drone tone, and during attention-toward periods it played a musical note that changed in pitch to reflect the real-time value of R (perturbations in wave function). Participants were instructed to direct their attention toward the double-slit device as in the initial experiment. If they were successful, then the double slit spectral power was predicted to decline, and in turn the pitch of the musical note would also decline.”
 
This test finished after 19 participants participated in 31 sessions. At the Institute of Noetic Sciences (IONS) laboratory, three meditators contributed 11 sessions and four non-meditators contributed 7 sessions. At the Zen Buddhist temple, 12 meditators contributed 13 sessions. The tests were supervised, and a double-slit apparatus was presented.
 
This experiment provided more evidence, and in the IONS laboratory the meditators showed “superior performance” as compared to the non-meditators.”


China hits 3,000 ppm CO2 on Nullschool Earth Simulator

Posted by tomachi on January 29th, 2017 filed in Environment
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This is a screenshot from today on this co-ordinate in Nullschool Earth. COsc means Carbon Dioxide at “surface concentration” and this map also shows SOsc or Silicon Oxide.

China hits 3,000 ppm COsc

China hits 3,000 ppm COsc


The actual length of a month and year is 365 d 6 h 9 min 56 s

Posted by tomachi on January 20th, 2017 filed in Science
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365.2568983 days (365 d 6 h 9 min 56 s).
This means a month is actually a twelfth of a year or 30.44 (30.43807485833333) days each on average, accounting for leap years and Chilean earthquakes and so forth hopefully. But with a non-leap year we get 30.41666666666667 days per month. Leap years taken on their own would be a clean 30.5.
If it’s true that there is 7 days in a week and 52 per year, they’d be 7.02417112115385 days in length. But since 52 x 7 = 364 we get 7.0 in normal life. I suppose this means there is actually 52.1795569 weeks per year in astronomical terms.
Turns out the good news: that’s some free rent right there. If your boss getting some free work.


Time for some Zen and Motorcycle Repairs

Posted by tomachi on January 5th, 2017 filed in Business, Technology
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I need a bike repair person.

snapped clutch

starter button switch

 

battery cover – missing!

seat leather

I need to fix a few things:

  • starter button mostly
  • replace clutch handle (off brand is OK)
  • new battery
  • battery cover would be good
  • seat repair (optional)
  • WOF and lube + oil change and filter + grease and lube etc

Currently in Parnell area.

Speaking of Zen and books