snippet glsl1 "glsl template 1" b #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 const vec3 uAColor = vec3(.5,.5,.5); const vec3 uBColor = vec3(.5,.5,.5); const vec3 uCColor = vec3(1.,1.,1.); const vec3 uDColor = vec3(.0,.33,.67); //get colors from http://dev.thi.ng/gradients/ vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); } void main() { vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; $0 gl_FragColor = vec4(color, alpha); } endsnippet snippet fn_dot_circle "function to generate a circle using dotproduct" b float circle(in vec2 st, in float radius){ vec2 dist = st; return 1.-smoothstep(radius-(radius*.01), radius+(radius*.01), dot(st,st)*4.); } endsnippet snippet fn_stroke "function to draw a stroke/line using step" b float stroke(in float x_coor, float s, float width){ float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5); return clamp(d, 0.,1.); } endsnippet snippet fn_circle "signed distance field circle function" b float circleSDF(vec2 st) { return length(st); } endsnippet snippet fn_fill "fills idk... should really have more experience with this one" b float fill(float x, float size) { return 1.-step(size, x); } endsnippet snippet fn_rect "signed distance field rectangle function" b float rectSDF(vec2 st, vec2 s) { return max(abs(st.x/s.x),abs(st.y/s.y)); } endsnippet snippet fn_colorpalette "cos color pallete function" b vec3 cosPalette(float t, vec3 uAColor, vec3 uBColor, vec3 uCColor, vec3 uDColor) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); } endsnippet snippet fn_cross "signed distance field cross function" b float crossSDF(vec2 st, float s) { vec2 size = vec2(.25, s); float a = max(abs(st.x/size.x),abs(st.y/size.y)); float b = max(abs(st.x/size.y),abs(st.y/size.x)); return min(a,b); } endsnippet snippet fn_ndot "negative dotproduct" b // via https://iquilezles.org/articles/distfunctions2d/ float ndot(vec2 a, vec2 b) {return a.x*b.x - a.y*b.y;} endsnippet snippet fn_rhomb "rhombus sdf function, like a diamond shape" b float rhombSDF(vec2 st) { vec2 st1 = (st)*2.; vec2 st2 = (vec2(st.x,0.-st.y)*2.-1.)*2.; float triangle1 = max(abs(st1.x)*.866025+st1.y*.5,-st1.y*.5); float triangle2 = max(abs(st2.x)*.866025+st2.y*.5,-st2.y*.5); return max(triangle1, triangle2); } endsnippet snippet fn_flip "flips values in v compared to pct" b float flip(float v, float pct) { return mix(v, 1.-v, pct); } endsnippet snippet fn_vesica "sdf for vesica shape (like a leaf)" b float vesicaSDF(vec2 st, float w) { vec2 offset1 = st-vec2(w,.0); vec2 offset2 = st+vec2(w,.0); float circle1 = length(offset1); float circle2 = length(offset2); return max(circle1, circle2); } endsnippet snippet fn_tri "sdf for triangle shape" b float triSDF(vec2 st) { st = st*2.; return max(abs(st.x)*.866025+st.y*.5,-st.y*.5); } endsnippet snippet fn_rot "rotate around angle (in radians?)" b vec2 rotate(vec2 st, float a) { return mat2(cos(a),-sin(a),sin(a),cos(a))*(st); } endsnippet snippet fn_pnoise2 "2d perlin noise fn via stegu/webgl-noise" b //2d perlin noise fn via stegu/webgl-noise vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+10.0)*x);} vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; } vec2 fade(vec2 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); } // Classic Perlin noise float cnoise(vec2 P) { vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); Pi = mod289(Pi); // To avoid truncation effects in permutation vec4 ix = Pi.xzxz; vec4 iy = Pi.yyww; vec4 fx = Pf.xzxz; vec4 fy = Pf.yyww; vec4 i = permute(permute(ix) + iy); vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ; vec4 gy = abs(gx) - 0.5 ; vec4 tx = floor(gx + 0.5); gx = gx - tx; vec2 g00 = vec2(gx.x,gy.x); vec2 g10 = vec2(gx.y,gy.y); vec2 g01 = vec2(gx.z,gy.z); vec2 g11 = vec2(gx.w,gy.w); vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; float n00 = dot(g00, vec2(fx.x, fy.x)); float n10 = dot(g10, vec2(fx.y, fy.y)); float n01 = dot(g01, vec2(fx.z, fy.z)); float n11 = dot(g11, vec2(fx.w, fy.w)); vec2 fade_xy = fade(Pf.xy); vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); float n_xy = mix(n_x.x, n_x.y, fade_xy.y); return 2.3 * n_xy; } // Classic Perlin noise, periodic variant float pnoise(vec2 P, vec2 rep) { vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); Pi = mod(Pi, rep.xyxy); // To create noise with explicit period Pi = mod289(Pi); // To avoid truncation effects in permutation vec4 ix = Pi.xzxz; vec4 iy = Pi.yyww; vec4 fx = Pf.xzxz; vec4 fy = Pf.yyww; vec4 i = permute(permute(ix) + iy); vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ; vec4 gy = abs(gx) - 0.5 ; vec4 tx = floor(gx + 0.5); gx = gx - tx; vec2 g00 = vec2(gx.x,gy.x); vec2 g10 = vec2(gx.y,gy.y); vec2 g01 = vec2(gx.z,gy.z); vec2 g11 = vec2(gx.w,gy.w); vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; float n00 = dot(g00, vec2(fx.x, fy.x)); float n10 = dot(g10, vec2(fx.y, fy.y)); float n01 = dot(g01, vec2(fx.z, fy.z)); float n11 = dot(g11, vec2(fx.w, fy.w)); vec2 fade_xy = fade(Pf.xy); vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); float n_xy = mix(n_x.x, n_x.y, fade_xy.y); return 2.3 * n_xy; } endsnippet snippet fn_poly "sdf function to create a polygon" b float polySDF(vec2 st, float angles) { float a = atan(st.x,st.y)+PI; float r = length(st); float v = (2.*PI)/angles; return cos(floor(.5+a/v)*v-a)*r; } endsnippet snippet fn_hex "sdf hex function" b float hexSDF(vec2 st) { st = abs(st); return max(abs(st.y),st.x*.866025+st.y*.5); } endsnippet snippet fn_scale "scale function" b vec2 scale(vec2 st, vec2 scale) { return mat2(scale.x,.0,.0,scale.y)*st; } endsnippet snippet fn_tile "tiles the screenspace" b vec2 tile(vec2 st, float tiles) {return fract(st*tiles)-.5; } endsnippet