The art of Juci teaches us that with care and dedication, broken things can be made whole again. A beautiful reminder to cherish and preserve the things that matter.
Juci is a traditional Chinese ancient technique embedding staples into broken porcelain to restore it to its original form.
📹 jiangnan. art
#art #artstr
https://video.nostr.build/426c47f5e309dbe00a93fb2b5a289297568438b774bedc0c5f4cd49b9329efb8.mp4
Tigress attempts to take a male tiger's meal https://video.nostr.build/81a12c4e7b8fd9cb077fdcea0e1beba22f93a7bed2122e86d6cb9732cb6738b0.mp4
Ah, even tigers have property rights!
Hell yeah! That's why I'm getting into it! I love well designed tech.
It can't be this simple! 🤔😂 https://video.nostr.build/add874d294f7f37980e80bb9a6ef01bad078c6284a72aa7b78c223a1b56cf96c.mp4
Human xerox machine lol!
Gn 🤙
In 1995, 14 wolves were released in Yellowstone National Park. No one expected the miracle that the wolves would bring
[📹 Protect All Wildlife] https://video.nostr.build/39dc8fb865131fbd9ae4704067fa2b7f04c4e20dd068fa96404a7f6dfca1c61a.mp4
Things are much more far reaching than normies would have you believe.
How do you rate her dancing skills? 🤣😂😍 https://video.nostr.build/add814dacbb6265117be058697ae8c46c62eb6fcd8cdcaef2c8ae9b7f5d4e33b.mp4
🎥 philippleonofficial
That's so stupid, I love it!
The story of the most loneliest tree in the world- Tree of Tenere https://video.nostr.build/dc141612795deebb58d87824477d5a83886c096851c56717ff0f2aa9f56d556e.mp4
So cool
MOAR #glostr
https://rowdaboat.github.io/glostr/#npub1u3svk99639mcdfn43s2nawg4a2j4ejmgrq2n63l4t67wzqdmtnks2uxaql
```glsl
#version 300 es
precision mediump float;
// Original shader:
// Cyber Fuji by kaiware007
// www.shadertoy.com/view/Wt33Wf
uniform vec2 u_resolution;
uniform float u_time;
out vec4 fragColor;
float sun(vec2 uv, float battery)
{
float val = smoothstep(0.3, 0.29, length(uv));
float bloom = smoothstep(0.7, 0.0, length(uv));
float cut = 3.0 * sin((uv.y + u_time * 0.2 * (battery + 0.02)) * 100.0)
+ clamp(uv.y * 14.0 + 1.0, -6.0, 6.0);
cut = clamp(cut, 0.0, 1.0);
return clamp(val * cut, 0.0, 1.0) + bloom * 0.6;
}
float grid(vec2 uv, float battery)
{
vec2 size = vec2(uv.y, uv.y * uv.y * 0.2) * 0.01;
uv += vec2(0.0, u_time * 4.0 * (battery + 0.05));
uv = abs(fract(uv) - 0.5);
vec2 lines = smoothstep(size, vec2(0.0), uv);
lines += smoothstep(size * 5.0, vec2(0.0), uv) * 0.4 * battery;
return clamp(lines.x + lines.y, 0.0, 3.0);
}
float dot2(in vec2 v ) { return dot(v,v); }
float sdTrapezoid( in vec2 p, in float r1, float r2, float he )
{
vec2 k1 = vec2(r2,he);
vec2 k2 = vec2(r2-r1,2.0*he);
p.x = abs(p.x);
vec2 ca = vec2(p.x-min(p.x,(p.y<0.0)?r1:r2), abs(p.y)-he);
vec2 cb = p - k1 + k2*clamp( dot(k1-p,k2)/dot2(k2), 0.0, 1.0 );
float s = (cb.x<0.0 && ca.y<0.0) ? -1.0 : 1.0;
return s*sqrt( min(dot2(ca),dot2(cb)) );
}
float sdLine( in vec2 p, in vec2 a, in vec2 b )
{
vec2 pa = p-a, ba = b-a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h );
}
float sdBox( in vec2 p, in vec2 b )
{
vec2 d = abs(p)-b;
return length(max(d,vec2(0))) + min(max(d.x,d.y),0.0);
}
float opSmoothUnion(float d1, float d2, float k){
float h = clamp(0.5 + 0.5 * (d2 - d1) /k,0.0,1.0);
return mix(d2, d1 , h) - k * h * ( 1.0 - h);
}
float sdCloud(in vec2 p, in vec2 a1, in vec2 b1, in vec2 a2, in vec2 b2, float w)
{
//float lineVal1 = smoothstep(w - 0.0001, w, sdLine(p, a1, b1));
float lineVal1 = sdLine(p, a1, b1);
float lineVal2 = sdLine(p, a2, b2);
vec2 ww = vec2(w*1.5, 0.0);
vec2 left = max(a1 + ww, a2 + ww);
vec2 right = min(b1 - ww, b2 - ww);
vec2 boxCenter = (left + right) * 0.5;
//float boxW = right.x - left.x;
float boxH = abs(a2.y - a1.y) * 0.5;
//float boxVal = sdBox(p - boxCenter, vec2(boxW, boxH)) + w;
float boxVal = sdBox(p - boxCenter, vec2(0.04, boxH)) + w;
float uniVal1 = opSmoothUnion(lineVal1, boxVal, 0.05);
float uniVal2 = opSmoothUnion(lineVal2, boxVal, 0.05);
return min(uniVal1, uniVal2);
}
void main()
{
vec2 uv = (2.0 * gl_FragCoord.xy - u_resolution.xy)/u_resolution.y;
float battery = 1.0;
//if (iMouse.x > 1.0 && iMouse.y > 1.0) battery = iMouse.y / u_resolution.y;
//else battery = 0.8;
//if (abs(uv.x) < (9.0 / 16.0))
{
// Grid
float fog = smoothstep(0.1, -0.02, abs(uv.y + 0.2));
vec3 col = vec3(0.0, 0.1, 0.2);
if (uv.y < -0.2)
{
uv.y = 3.0 / (abs(uv.y + 0.2) + 0.05);
uv.x *= uv.y * 1.0;
float gridVal = grid(uv, battery);
col = mix(col, vec3(1.0, 0.5, 1.0), gridVal);
}
else
{
float fujiD = min(uv.y * 4.5 - 0.5, 1.0);
uv.y -= battery * 1.1 - 0.51;
vec2 sunUV = uv;
vec2 fujiUV = uv;
// Sun
sunUV += vec2(0.75, 0.2);
//uv.y -= 1.1 - 0.51;
col = vec3(1.0, 0.2, 1.0);
float sunVal = sun(sunUV, battery);
col = mix(col, vec3(1.0, 0.4, 0.1), sunUV.y * 2.0 + 0.2);
col = mix(vec3(0.0, 0.0, 0.0), col, sunVal);
// fuji
float fujiVal = sdTrapezoid( uv + vec2(-0.75+sunUV.y * 0.0, 0.5), 1.75 + pow(uv.y * uv.y, 2.1), 0.2, 0.5);
float waveVal = uv.y + sin(uv.x * 20.0 + u_time * 2.0) * 0.05 + 0.2;
float wave_width = smoothstep(0.0,0.01,(waveVal));
// fuji color
col = mix( col, mix(vec3(0.0, 0.0, 0.25), vec3(1.0, 0.0, 0.5), fujiD), step(fujiVal, 0.0));
// fuji top snow
col = mix( col, vec3(1.0, 0.5, 1.0), wave_width * step(fujiVal, 0.0));
// fuji outline
col = mix( col, vec3(1.0, 0.5, 1.0), 1.0-smoothstep(0.0,0.01,abs(fujiVal)) );
//col = mix( col, vec3(1.0, 1.0, 1.0), 1.0-smoothstep(0.03,0.04,abs(fujiVal)) );
//col = vec3(1.0, 1.0, 1.0) *(1.0-smoothstep(0.03,0.04,abs(fujiVal)));
// horizon color
col += mix( col, mix(vec3(1.0, 0.12, 0.8), vec3(0.0, 0.0, 0.2), clamp(uv.y * 3.5 + 3.0, 0.0, 1.0)), step(0.0, fujiVal) );
// cloud
vec2 cloudUV = uv;
cloudUV.x = mod(cloudUV.x + u_time * 0.1, 4.0) - 2.0;
float cloudTime = u_time * 0.5;
float cloudY = -0.5;
float cloudVal1 = sdCloud(cloudUV,
vec2(0.1 + sin(cloudTime + 140.5)*0.1,cloudY),
vec2(1.05 + cos(cloudTime * 0.9 - 36.56) * 0.1, cloudY),
vec2(0.2 + cos(cloudTime * 0.867 + 387.165) * 0.1,0.25+cloudY),
vec2(0.5 + cos(cloudTime * 0.9675 - 15.162) * 0.09, 0.25+cloudY), 0.075);
cloudY = -0.6;
float cloudVal2 = sdCloud(cloudUV,
vec2(-0.9 + cos(cloudTime * 1.02 + 541.75) * 0.1,cloudY),
vec2(-0.5 + sin(cloudTime * 0.9 - 316.56) * 0.1, cloudY),
vec2(-1.5 + cos(cloudTime * 0.867 + 37.165) * 0.1,0.25+cloudY),
vec2(-0.6 + sin(cloudTime * 0.9675 + 665.162) * 0.09, 0.25+cloudY), 0.075);
float cloudVal = min(cloudVal1, cloudVal2);
//col = mix(col, vec3(1.0,1.0,0.0), smoothstep(0.0751, 0.075, cloudVal));
col = mix(col, vec3(0.0, 0.0, 0.2), 1.0 - smoothstep(0.075 - 0.0001, 0.075, cloudVal));
col += vec3(1.0, 1.0, 1.0)*(1.0 - smoothstep(0.0,0.01,abs(cloudVal - 0.075)));
}
col += fog * fog * fog;
col = mix(vec3(col.r, col.r, col.r) * 0.5, col, battery * 0.7);
fragColor = vec4(col,1.0);
}
//else fragColor = vec4(0.0);
}
```
Idk what kind of vector art you're doing but it's got me inspired to crack into OpenBSD and build shit. I'm a bit of a noob on that OS but I just feel inspired lately!!
This makes me really want to make sht
Yeah, Popperian falsificationism is the best empirical approach to science, but it is insufficient when it comes to a priori reasoning. Popper really had a knack for understanding the fallibility of people, including taking any other person's assertions on faith or assuming that a definition was THE authoritative definition. But to call all a priori reasoning trivial in the sense of NEVER telling us anything directly about the real world is absurd, not to mention the argument defeats itself.
One must only be aware of the tenuousness of definitions and context, and aware of the need for independent logical verification and independent empirical uncertainty and falsification to achieve a sufficient "criticalness" to their rationalism.
I haven't read enough to know about the fire poker argument, I should like to though. Sounds intriguing!
Today, I started reading a very interesting book on morality, tolerance, democracy, and totalitarianism.
It's The Open Society and Its Enemies by Karl Popper, recommended by nostr:nprofile1qqswgcxtzjagjaux5e6cc9f7hy274f2ued5ps9fagl64a08pqxa4emgpzamhxue69uhhyetvv9ujumn0wd68ytnzv9hxgtckww6wl
You can read or download it from here:
archive.org/details/in.ernet.dli.2015.59272
Popper is pretty based for an empiricist, although democracy is not required for freedom and actually works counter to it. Statism of all kinds are a form of tyranny.
Which one is the red ball? 1️⃣2️⃣3️⃣ https://video.nostr.build/475d794645dba2cf487903fc2088d172faa40b1d90e5a5feb020b380b39c8b56.mp4
1!!
I'm gonna be me. Y'all can be you.


