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A fire beast prowls through a flaming battlefield, its body covered in flames, the fire reflecting in its glowing eyes, as it moves with predatory grace, leaving a trail of destruction in its wake

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The Insomniac Spider-Man (voiced by Yuri Lowenthal) and Batman (portrayed by Lewis Wilson and Robert Lowery) interchangeably combine into each other as one to become Spider-Bat. The eye slits on Spider-Man's masks are in place of the eye holes on Batman's masks. The mouthpieces of Batman's masks are replaced by the lower parts of Spider-Man's masks. The front spider logos on Spider-Man's two suits are combined and merged with the front bat logos on Batman's two suits as one to form a spider-bat logo on the chest of the shirt. Batman's cape is instead split underneath his suit's arm pits like bat wings with white spider webs like Spider-Man's makeshift web wings. The utility belts on Batman's suits are combined and included. Spider-Man's shirts come with Batman's gloves. Batman's pants come with Spider-Man's boots.

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// Alien Fractal Shader - drop in Shadertoy void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = (fragCoord - iResolution.xy * 0.5) / iResolution.y; vec2 z = uv; float t = iTime * 0.2; float phi = (1.0 + sqrt(5.0)) * 0.5; // golden ratio float acc = 0.0; float m = 0.0; for (int i = 0; i < 80; i++) { z = (pow(z, vec2(phi)) * vec2(cos(3.14 * z.y), sin(3.14 * z.x))) / (1.0 + sin(dot(z, z) + t)); float d = length(z); acc += exp(-d * 3.0); m += d; } float hue = mod(m * 0.1 + t, 1.0); float sat = 0.8; float val = acc * 0.8; // HSV to RGB vec3 c = vec3(hue, sat, val); vec3 rgb = clamp(abs(mod(c.x*6.0 + vec3(0.0,4.0,2.0),6.0)-3.0)-1.0,0.0,1.0); rgb = c.z * mix(vec3(1.0), rgb, c.y); fragColor = vec4(rgb, 1.0); } vec2 uv = fragCoord.xy / iResolution.xy; vec2 z = (uv - 0.5) * 2.0; float zoom = 1.0 + sin(iTime * 0.2) * 0.5; z *= zoom; // Fractal-like distortion for (int i = 0; i < 10; i++) { z = vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y) + uv; } // Sample tree/mushroom texture vec4 tex = texture(iChannel0, fract(z)); fragColor = tex;

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