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FORMA PUBLIC DOMAIN GENERATIVE ATLAS / ED. 0.28
Plate 32, Cosine Gradient: a still of the gradient / cosine basis plate as the atlas renders it, in the colour accent.

PL. 32  ·  COLOUR / GRADIENT / COSINE BASIS

Cosine Gradient

Formulated by Inigo Quilez

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DEFINITION

colour(t) = a + b · cos( 2π · (c·t + d) )
with a, b, c, d ∈ ℝ³

NOTES

Twelve numbers describe an entire gradient. Each channel is its own cosine, so shifting d rotates the hue relationship without touching the brightness envelope. It is far more compact than a stop list and, unlike one, it is trivially differentiable — which matters if you are feeding it into a shader.

PROVENANCE

Origin
Formulated and published openly by Inigo Quilez
Standing
A formula, freely published. Credit given as a matter of courtesy.
Constants
a = offset, b = amplitude, c = frequency, d = phase

TOUCHDESIGNER · GLSL

The same shader this plate runs, reframed for a GLSL TOP. Pasted bare it renders the published constants as a still frame; wire absTime.seconds into u_t on the Vectors page to animate it.

// FORMA — PL. 32 · COSINE GRADIENT — Formulated by Inigo Quilez
//   colour(t) = a + b · cos( 2π · (c·t + d) )
//   with a, b, c, d ∈ ℝ³
// TouchDesigner port — paste into a GLSL TOP's pixel shader. Set the
// resolution on the TOP's Common page. As pasted it renders the published
// constants as a still frame; to animate, add a uniform named u_t on the
// GLSL TOP's Vectors 1 page with the expression absTime.seconds.
// Constants are consts — edit to tweak; comments give the measured range.
// Written from the published mathematics, not adapted from any code.

#define u_res (uTDOutputInfo.res.zw)
uniform float u_t;               // absTime.seconds on the Vectors page; unset = still

const float u_phase = 0.5831;    // this plate's own grid phase, 0..1
// FORMA's COLOUR accent as cosine-gradient coefficients
const vec3 u_pal_a = vec3(0.46, 0.2002, 0.3896);
const vec3 u_pal_b = vec3(0.5, 0.2176, 0.4235);
const vec3 u_pal_c = vec3(1, 1, 1);
const vec3 u_pal_d = vec3(0, 0.05, 0.1);

const float p_d0  = 0.0;         // phase — red · live 0 .. 1
const float p_d1  = 0.12;        // phase — green · live 0 .. 1
const float p_d2  = 0.25;        // phase — blue · live 0 .. 1
const float p_c   = 1.0;         // frequency · live 0.5 .. 3
const float p_amp = 0.42;        // b — amplitude · live 0 .. 0.5

/* The order's ramp — the same cosine formulation the JS kit uses, so a
   plate keeps its classification colour in either language. */
vec3 ramp(float t){
  return clamp(u_pal_a + u_pal_b * cos(6.28318530718 * (u_pal_c * t + u_pal_d)), 0.0, 1.0);
}

/* Sawtooth and triangle on this plate's phase, mirroring the JS kit. */
float cycle(float t, float period){ return fract(t / period + u_phase); }
float pingpong(float t, float period){
  float u = cycle(t, period);
  return u < 0.5 ? u * 2.0 : 2.0 - u * 2.0;
}


/* The band is the palette itself. The three traces below it plot the same
   per-channel cosine, found by distance to the curve rather than stroked —
   a fragment shader has no pen, so the line is where the plot passes close. */
vec3 plate(vec2 uv){
  vec3 a = vec3(0.5), b = vec3(p_amp), c = vec3(p_c);
  float roll = pingpong(u_t, 21.0);
  vec3 d = vec3(p_d0, p_d1, p_d2) + roll * 0.5;

  const float bandH = 0.52;
  if (uv.y < bandH) return clamp(a + b * cos(6.28318530718 * (c * uv.x + d)), 0.0, 1.0);

  vec3 col = vec3(4.0, 6.0, 10.0) / 255.0;
  vec3 chan[3] = vec3[3](vec3(1.000, 0.478, 0.431),        // #FF7A6E
                         vec3(0.482, 0.890, 0.627),        // #7BE3A0
                         vec3(0.498, 0.714, 1.000));       // #7FB6FF
  float lw = 1.6 / u_res.y;
  for (int ch = 0; ch < 3; ch++){
    float v = a[ch] + b[ch] * cos(6.28318530718 * (c[ch] * uv.x + d[ch]));
    float y = bandH + (1.0 - bandH) * ((1.0 - clamp(v, 0.0, 1.0)) * 0.9 + 0.05);
    col = mix(col, chan[ch], 0.85 * (1.0 - smoothstep(0.0, lw, abs(uv.y - y))));
  }
  return col;
}

out vec4 fragColor;
void main(){
  // FORMA's uv runs y-down, matching its canvas; TD's vUV runs up
  vec2 uv = vec2(vUV.s, 1.0 - vUV.t);
  fragColor = TDOutputSwizzle(vec4(plate(uv), 1.0));
}

NUKE · BLINKSCRIPT

The same shader this plate runs, transpiled to a BlinkScript kernel. Paste it into a BlinkScript node's Kernel Source and press Recompile; every constant arrives as a knob at its published value, and u_t animates with the expression frame/24. Compiled and rendered in Nuke 17.1, then compared against this plate on the page.

// FORMA — PL. 32 · COSINE GRADIENT — Formulated by Inigo Quilez
//   colour(t) = a + b · cos( 2π · (c·t + d) )
//   with a, b, c, d ∈ ℝ³
// Nuke port — a BlinkScript kernel. Paste into a BlinkScript node's Kernel
// Source and press Recompile. Every constant arrives as a knob at its published
// value (the comment gives the measured range); u_t is a knob too — animate it
// with the expression frame/24 or leave it at 0 for the still frame. Written
// from the published mathematics, not adapted from any code.
// Transpiled from the shader this plate runs on the page (GLSL ES 3.00):
// vec → float2/3/4, swizzles expanded, GLSL builtins Blink lacks written out
// as forma_ functions, float literals suffixed. Compiled and rendered in a
// real Nuke (17.1v1) and compared against this plate on the page: 34 of 34.
//
// plate() and its helpers are written to a single exit — the loop that runs
// once. That is not a style: Blink 17.1 drops a conditional early return from
// a called function while Vectorize is on, which is the node default, with no
// warning and no error. Written this way it paints correctly as pasted.

kernel Forma_cospalette : ImageComputationKernel<ePixelWise>
{
  Image<eWrite> dst;

param:
  float u_t;             // seconds; 0 is the still frame
  float p_d0;  // phase — red · live 0 .. 1
  float p_d1;  // phase — green · live 0 .. 1
  float p_d2;  // phase — blue · live 0 .. 1
  float p_c;   // frequency · live 0.5 .. 3
  float p_amp; // b — amplitude · live 0 .. 0.5

local:
  float2 u_res;
  float u_phase;
  float3 u_pal_a, u_pal_b, u_pal_c, u_pal_d;

  void define(){
    defineParam(u_t, "u_t", 0.0f);
    defineParam(p_d0, "p_d0", 0.0f);
    defineParam(p_d1, "p_d1", 0.12f);
    defineParam(p_d2, "p_d2", 0.25f);
    defineParam(p_c, "p_c", 1.0f);
    defineParam(p_amp, "p_amp", 0.42f);
  }

  void init(){
    u_res = float2(float(dst.bounds.width()), float(dst.bounds.height()));
    u_phase = 0.5831f;    // this plate's own grid phase, 0..1
    // FORMA's COLOUR accent as cosine-gradient coefficients
    u_pal_a = float3(0.46f, 0.2002f, 0.3896f);
    u_pal_b = float3(0.5f, 0.2176f, 0.4235f);
    u_pal_c = float3(1.0f, 1.0f, 1.0f);
    u_pal_d = float3(0.0f, 0.05f, 0.1f);
  }

  /* GLSL builtins Blink lacks, written as templates rather than overload sets.
     Blink's operators return expression templates (Swizzle<float,N>), so a call
     passing an expression cannot resolve against an overload set on float2
     against float3 — measured in Nuke 17.1: a float2 expression is ambiguous
     between the two, while scalar-against-vector resolves. A template deduces
     the expression's own type, so the ambiguity cannot arise. */
  template <class T> T forma_fract(T v){ return v - floor(v); }
  template <class T, class S> T forma_mod(T x, S y){ return x - y * floor(x / y); }
  /* Blink's own min/max/clamp take no scalar bound against a vector, which GLSL
     does; v * 0.0f + b is that bound at the vector's own width, and collapses to
     b when v is a scalar, so one template serves both. */
  template <class T, class S> T forma_min(T a, S b){ return min(a, a * 0.0f + b); }
  template <class T, class S> T forma_max(T a, S b){ return max(a, a * 0.0f + b); }
  template <class T, class S> T forma_clamp(T v, S lo, S hi){ return clamp(v, v * 0.0f + lo, v * 0.0f + hi); }
  int forma_min(int a, int b){ return min(a, b); }
  int forma_max(int a, int b){ return max(a, b); }
  /* GLSL step(edge, x) is 1 where x >= edge; floor(sign(x - e) * 0.5 + 1) is
     that exactly, equality included, out of builtins Blink does have. */
  template <class T, class S> T forma_step(S e, T x){ return floor(sign(x - e) * 0.5f + 1.0f); }
  template <class T, class S> T forma_smoothstep(S a, S b, T x){
    T t = forma_clamp((x - a) / (b - a), 0.0f, 1.0f);
    return t * t * (3.0f - 2.0f * t);
  }
  template <class T> float forma_distance(T a, T b){ return length(a - b); }
  float forma_tanh(float x){ float e = exp(2.0f * x); return (e - 1.0f) / (e + 1.0f); }
  float forma_radians(float d){ return d * 0.01745329252f; }
  // the page's hash2 is exact uint32; Blink has int, so the shifts are made
  // logical by masking and the read-back is lifted into 0 .. 2^32
  /* A uint read back as a float. Blink has no unsigned type, so a value past
     2^31 arrives as a negative int and float() of it is negative. Measured on
     gabor, whose own generator then returned uniforms in [-0.5, 0.5) and drew
     a different picture — it compiled, it rendered, and only comparing it with

  /* The order's ramp — the same cosine formulation the JS kit uses, so a
     plate keeps its classification colour in either language. */
  float3 ramp(float t){
    return forma_clamp(u_pal_a + u_pal_b * cos(6.28318530718f * (u_pal_c * t + u_pal_d)), 0.0f, 1.0f);
  }

  /* Sawtooth and triangle on this plate's phase, mirroring the JS kit. */
  float cycle(float t, float period){ return forma_fract(t / period + u_phase); }
  float pingpong(float t, float period){
    float u = cycle(t, period);
    return u < 0.5f ? u * 2.0f : 2.0f - u * 2.0f;
  }


  /* The band is the palette itself. The three traces below it plot the same
     per-channel cosine, found by distance to the curve rather than stroked —
     a fragment shader has no pen, so the line is where the plot passes close. */
  float3 plate(float2 uv){
    float3 forma_r = float3(0.0f, 0.0f, 0.0f);
    for (int forma_once = 0; forma_once < 1; forma_once++){
      float3 a = float3(0.5f);
      float3 b = float3(p_amp);
      float3 c = float3(p_c);
      float roll = pingpong(u_t, 21.0f);
      float3 d = float3(p_d0, p_d1, p_d2) + roll * 0.5f;

      const float bandH = 0.52f;
      if (uv.y < bandH) { forma_r = forma_clamp(a + b * cos(6.28318530718f * (c * uv.x + d)), 0.0f, 1.0f); break; }

      float3 col = float3(4.0f, 6.0f, 10.0f) / 255.0f;
      float3 chan[3] = {float3(1.000f, 0.478f, 0.431f),        // #FF7A6E
                             float3(0.482f, 0.890f, 0.627f),        // #7BE3A0
                             float3(0.498f, 0.714f, 1.000f)};       // #7FB6FF
      float lw = 1.6f / u_res.y;
      for (int ch = 0; ch < 3; ch++){
        float v = a[ch] + b[ch] * cos(6.28318530718f * (c[ch] * uv.x + d[ch]));
        float y = bandH + (1.0f - bandH) * ((1.0f - forma_clamp(v, 0.0f, 1.0f)) * 0.9f + 0.05f);
        col = lerp(col, chan[ch], 0.85f * (1.0f - forma_smoothstep(0.0f, lw, fabs(uv.y - y))));
      }
      { forma_r = col; break; }
    }
    return forma_r;
  }

  void process(int2 pos){
    // FORMA's uv runs y-down like its canvas; Nuke's rows run up
    float2 uv = float2((float(pos.x) + 0.5f) / u_res.x, 1.0f - (float(pos.y) + 0.5f) / u_res.y);
    float3 c = plate(uv);
    dst() = float4(c.x, c.y, c.z, 1.0f);
  }
};

AFTER EFFECTS · EXPRESSION

The same published mathematics as a Shape Layer path expression. Paste it onto a Path property; every constant is the published value plus a Slider Control named _tweak, so a bare paste already draws the figure and each slider moves one constant in its own units. Trim Paths is the comet.

// FORMA — PL. 32 · COSINE GRADIENT — Formulated by Inigo Quilez
//   colour(t) = a + b · cos( 2π · (c·t + d) )
//   with a, b, c, d ∈ ℝ³
// After Effects port — paste onto a Shape Layer's Path property
// (Contents › Shape › Path). Written from the published mathematics, not
// adapted from any code. Constants arrive at their published values; add a
// Slider Control (Effect › Expression Controls) named <k>_tweak and that
// constant moves in its own units, starting at 0 — the published figure.
// The plate's comet and its reveal are Trim Paths; the stroke colour is
// FORMA's COLOUR accent, #FF6FD8. Animation runs on time.
// This plate draws 3 separate paths at its published constants:
// duplicate the group (Contents › Group) that many times and each copy draws
// its own part, read from its position in the layer. A Slider Control named
// "part" on the layer pins one instead.
// https://forma-gen.com/#plate=cospalette

// A missing slider reads 0, so a bare paste already draws the figure.
function forma_tweak(n){ try { return effect(n)("Slider"); } catch (e){ return 0; } }
var p_d0  = 0 + forma_tweak("d0_tweak");      // phase — red · live 0 .. 1
var p_d1  = 0.12 + forma_tweak("d1_tweak");   // phase — green · live 0 .. 1
var p_d2  = 0.25 + forma_tweak("d2_tweak");   // phase — blue · live 0 .. 1
var p_c   = 1 + forma_tweak("c_tweak");       // frequency · live 0.5 .. 3
var p_amp = 0.42 + forma_tweak("amp_tweak");  // b — amplitude · live 0 .. 0.5

// The frame: the plate's W × H canvas is this comp, with the origin at the
// layer's anchor; canvas y already runs down, as After Effects' does.
var forma_W = thisComp.width, forma_H = thisComp.height, forma_t = time;
var forma_phase = 0.5830902014859021;   // this plate's own fixed phase, as the page has it
function forma_pt(x, y){ return [x - forma_W / 2, y - forma_H / 2]; }
function forma_partIndex(){
  try { return Math.round(effect("part")("Slider")); } catch (e){}
  try { return thisProperty.propertyGroup(3).propertyIndex - 1; } catch (e){ return 0; }
}
var forma_part = forma_partIndex();

// The cosine palette, colour(t) = a + b·cos(2π(c·t + d)) per channel, with
// a = 0.5, b = amp, c the frequency and d the three phase offsets, rolling
// over 21 s as the page does. The page paints the palette itself as a band
// across the top and plots the three channels beneath it; the band is a
// gradient — one rect per column — and has no path, so the port is the
// three channel curves, one per part (red, green, blue on the page), drawn
// in the lower 0.48 of the frame exactly where the page plots them. The
// band is a Gradient Ramp in After Effects, not geometry.
// parts: 3
var roll01 = ((forma_t / 21) + forma_phase) % 1, roll = roll01 < 0.5 ? roll01 * 2 : 2 - roll01 * 2;
var d = [p_d0 + roll * 0.5, p_d1 + roll * 0.5, p_d2 + roll * 0.5];
var ch = Math.max(0, Math.min(2, forma_part)), dd = d[ch];
var bandH = forma_H * 0.52, W = Math.round(forma_W);
var pts = [];
for (var x = 0; x <= W; x++){
  var v = 0.5 + p_amp * Math.cos(6.28318530718 * (p_c * (x / W) + dd));
  v = Math.min(1, Math.max(0, v));
  pts.push(forma_pt(x, bandH + (forma_H - bandH) * (1 - v) * 0.9 + (forma_H - bandH) * 0.05));
}
createPath(pts, [], [], false);