mirror of
https://github.com/bvanroll/shaders.git
synced 2025-08-28 19:42:49 +00:00
hmmm
This commit is contained in:
@@ -7,47 +7,23 @@ uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.5);
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const vec3 uBColor = vec3(.5);
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const vec3 uCColor = vec3(1.);
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const vec3 uDColor = vec3(.3,.2,.2);
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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) {
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return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor));
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}
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float circleSDF(vec2 st) {
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return length(st-.5)*2.;
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}
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float fill(float x, float size) {
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return 1.-step(size, x);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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float col = 0.0;
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vec2 l = vec2(.5,.5)-(u_mouse/u_resolution);
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l = l*.1;
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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float dots = 17.;
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float dotsize = .7;
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vec2 off = vec2(.1,.1);
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float movemod = sin(u_time)/2.+1.;
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for (int i = 0; i < 4; i++) {
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vec2 off1 = off * vec2(-1,1);
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vec2 off2 = off * vec2(1,-1);
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vec2 off3 = off * vec2(1,1);
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vec2 off4 = off * vec2(-1,-1);
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col += fill(circleSDF(fract(st*dots)+off1+l+movemod),dotsize)/4.;
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col += fill(circleSDF(fract(st*dots)+off2+l),dotsize)/4.;
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col += fill(circleSDF(fract(st*dots)+off3+l),dotsize)/4.;
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col += fill(circleSDF(fract(st*dots)+off4+l),dotsize)/4.;
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//col += fill(circleSDF(fract(st*dots + l*.9+off)*.3), dotsize);
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off += vec2(.1,.1);
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}
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vec3 color = cosPalette(col);
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gl_FragColor = vec4(color, alpha);
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}
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54
experiments/holo/holo_old.frag
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54
experiments/holo/holo_old.frag
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@@ -0,0 +1,54 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.5);
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const vec3 uBColor = vec3(.5);
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const vec3 uCColor = vec3(1.);
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const vec3 uDColor = vec3(.3,.2,.2);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) {
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return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor));
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}
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float circleSDF(vec2 st) {
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return length(st-.5)*2.;
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}
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float fill(float x, float size) {
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return 1.-step(size, x);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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float col = 0.0;
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vec2 l = vec2(.5,.5)-(u_mouse/u_resolution);
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l = l*.1;
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float alpha = 1.0;
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float dots = 1.;
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float dotsize = .7;
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vec2 off = vec2(.1,.1);
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float movemod = sin(u_time)/2.+1.;
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col += fill(circleSDF(fract(st*dots)+l+movemod),dotsize)/4.;
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for (int i = 0; i < 4; i++) {
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vec2 off1 = off * vec2(-1,1);
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vec2 off2 = off * vec2(1,-1);
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vec2 off3 = off * vec2(1,1);
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vec2 off4 = off * vec2(-1,-1);
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col += fill(circleSDF(fract(st*dots)+off1+l+movemod),dotsize)/4.;
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col += fill(circleSDF(fract(st*dots)+off2+l),dotsize)/4.;
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col += fill(circleSDF(fract(st*dots)+off3+l),dotsize)/4.;
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col += fill(circleSDF(fract(st*dots)+off4+l),dotsize)/4.;
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//col += fill(circleSDF(fract(st*dots + l*.9+off)*.3), dotsize);
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off += vec2(.1,.1);
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}
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vec3 color = cosPalette(col);
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gl_FragColor = vec4(color, alpha);
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}
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@@ -31,6 +31,11 @@ float fill(float x, float size) {
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return 1.-step(size, x);
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}
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float stroke(in float x_coor, float s, float width){
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float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
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return clamp(d, 0.,1.);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0,0.0,0.0);
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@@ -41,6 +46,10 @@ void main() {
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//i don't understand what happens here
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//it has to be fract causing this to look like that
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color *= step(.5,fract(cross*4.));
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color *= step(1.,cross);
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color += fill(cross,.5);
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color += stroke(rect,.65,.05);
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color += stroke(rect,.75,.025);
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gl_FragColor = vec4(color, alpha);
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}
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47
learning/PixelSpirit/hope.frag
Normal file
47
learning/PixelSpirit/hope.frag
Normal file
@@ -0,0 +1,47 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) {
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return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor));
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}
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float circleSDF(vec2 st) {
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return length(st-.5)*2.;
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}
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float vesicaSDF(vec2 st, float w) {
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vec2 offset = vec2(w*.5,.0);
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return max(circleSDF(st-offset), circleSDF(st+offset));
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}
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float fill(float x, float size) {
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return 1.-step(size, x);
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}
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float flip(float v, float pct) {
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return mix(v, 1.-v, pct);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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float ves = fill(vesicaSDF(st, .5),.8);
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float lower = step((st.x+st.y)/2.,.5);
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color += flip(ves, lower);
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gl_FragColor = vec4(color, alpha);
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}
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46
learning/PixelSpirit/intuition.frag
Normal file
46
learning/PixelSpirit/intuition.frag
Normal file
@@ -0,0 +1,46 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) {
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return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor));
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}
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vec2 rotate(vec2 st, float a) {
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st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st-.5);
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return st+.5;
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}
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float triSDF(vec2 st) {
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st = (st*2.-1.)*2.;
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return max(abs(st.x)*.866025+st.y*.5,-st.y*.5);
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}
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float fill(float x, float size) {
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return 1.-step(size, x);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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st = rotate(st, radians(-25.));
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float sdf = triSDF(st);
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//why does dividing the triangle with a larger triangle create a smaller black triangle area at the bottom?
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sdf /= triSDF(st+vec2(.0,.2));
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color += sdf; //fill(abs(sdf),.56);
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gl_FragColor = vec4(color, alpha);
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}
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47
learning/PixelSpirit/merge.frag
Normal file
47
learning/PixelSpirit/merge.frag
Normal file
@@ -0,0 +1,47 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) {
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return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor));
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}
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float circleSDF(vec2 st) {
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return length(st-.5)*2.;
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}
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float flip(float v, float pct) {
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return mix(v, 1.-v, pct);
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}
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float fill(float x, float size) {
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return 1.-step(size, x);
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}
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float stroke(in float x_coor, float s, float width){
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float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
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return clamp(d, 0.,1.);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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vec2 off = vec2(.15,0);
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float right = fill(circleSDF(st-off),.525);
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float left = stroke(circleSDF(st+off),.5,.05);
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color += flip(right, left);
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gl_FragColor = vec4(color, alpha);
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}
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49
learning/PixelSpirit/the_diamond.frag
Normal file
49
learning/PixelSpirit/the_diamond.frag
Normal file
@@ -0,0 +1,49 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) {
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return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor));
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}
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//starting to refactor these so i can use them as individual snippets without dependencies
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float rhombSDF(vec2 st) {
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vec2 st1 = (st*2.-1.)*2.;
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vec2 st2 = (vec2(st.x,1.-st.y)*2.-1.)*2.;
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float triangle1 = max(abs(st1.x)*.866025+st1.y*.5,-st1.y*.5);
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float triangle2 = max(abs(st2.x)*.866025+st2.y*.5,-st2.y*.5);
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return max(triangle1, triangle2);
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}
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float fill(float x, float size) {
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return 1.-step(size, x);
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}
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float stroke(in float x_coor, float s, float width){
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float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
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return clamp(d, 0.,1.);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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float sdf = rhombSDF(st);
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color += fill(sdf,.425);
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color += stroke(sdf, .5,.05);
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color += stroke(sdf, .6,.05);
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gl_FragColor = vec4(color, alpha);
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}
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50
learning/PixelSpirit/the_hermit.frag
Normal file
50
learning/PixelSpirit/the_hermit.frag
Normal file
@@ -0,0 +1,50 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) {
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return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor));
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}
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float triSDF(vec2 st) {
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st = (st*2.-1.)*2.;
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return max(abs(st.x)*.866025+st.y*.5,-st.y*.5);
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}
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float rhombSDF(vec2 st) {
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vec2 st1 = (st*2.-1.)*2.;
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vec2 st2 = (vec2(st.x,1.-st.y)*2.-1.)*2.;
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float triangle1 = max(abs(st1.x)*.866025+st1.y*.5,-st1.y*.5);
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float triangle2 = max(abs(st2.x)*.866025+st2.y*.5,-st2.y*.5);
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return max(triangle1, triangle2);
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}
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float fill(float x, float size) {
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return 1.-step(size, x);
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}
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float flip(float v, float pct) {
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return mix(v, 1.-v, pct);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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||||
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||||
float tri = fill(triSDF(st),.5);
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float rhomb = fill(rhombSDF(st),.4);
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color += flip(rhomb,tri);
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gl_FragColor = vec4(color, alpha);
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}
|
49
learning/PixelSpirit/the_summit.frag
Normal file
49
learning/PixelSpirit/the_summit.frag
Normal file
@@ -0,0 +1,49 @@
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#ifdef GL_ES
|
||||
precision mediump float;
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#endif
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uniform vec2 u_resolution;
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||||
uniform vec2 u_mouse;
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||||
uniform float u_time;
|
||||
|
||||
#define PI 3.14159265359
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||||
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||||
const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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||||
const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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|
||||
//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) {
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return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor));
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||||
}
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||||
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||||
float circleSDF(vec2 st) {
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||||
return length(st-.5)*2.;
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}
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||||
float triSDF(vec2 st) {
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||||
st = (st*2.-1.)*2.;
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||||
return max(abs(st.x)*.866025+st.y*.5,-st.y*.5);
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||||
}
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||||
float stroke(in float x_coor, float s, float width){
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||||
float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
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||||
return clamp(d, 0.,1.);
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||||
}
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||||
float fill(float x, float size) {
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||||
return 1.-step(size, x);
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||||
}
|
||||
|
||||
void main() {
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||||
vec2 st = gl_FragCoord.xy/u_resolution;
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||||
vec3 color = vec3(0.0,0.0,0.0);
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||||
float alpha = 1.0;
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float circle = circleSDF(st-vec2(.0,.1));
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float triangle = triSDF(st+vec2(.0,.1));
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color += stroke(circle,.45,.1);
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||||
//good way to disable colors in a space. since mult 1. gives the og value but mult .0 sets to 0
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color *= step(.55,triangle);
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color += fill(triangle,.45);
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||||
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||||
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||||
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||||
gl_FragColor = vec4(color, alpha);
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||||
}
|
42
learning/PixelSpirit/the_temple.frag
Normal file
42
learning/PixelSpirit/the_temple.frag
Normal file
@@ -0,0 +1,42 @@
|
||||
#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));
|
||||
}
|
||||
|
||||
float fill(float x, float size) {
|
||||
return 1.-step(size, x);
|
||||
}
|
||||
//wtf even
|
||||
float triSDF(vec2 st) {
|
||||
st = (st*2.-1.)*2.;
|
||||
return max(abs(st.x)*.866025+st.y*.5,-st.y*.5);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 st = gl_FragCoord.xy/u_resolution;
|
||||
vec3 color = vec3(0.0,0.0,0.0);
|
||||
float alpha = 1.0;
|
||||
st.y = 1.-st.y;
|
||||
vec2 ts = vec2(st.x,.82-st.y);
|
||||
color += fill(triSDF(st), .7);
|
||||
color -= fill(triSDF(ts), .36);
|
||||
|
||||
|
||||
|
||||
|
||||
gl_FragColor = vec4(color, alpha);
|
||||
}
|
47
learning/PixelSpirit/the_tower.frag
Normal file
47
learning/PixelSpirit/the_tower.frag
Normal file
@@ -0,0 +1,47 @@
|
||||
#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));
|
||||
}
|
||||
|
||||
float flip(float v, float pct) {
|
||||
return mix(v, 1.-v, pct);
|
||||
}
|
||||
|
||||
float fill(float x, float size) {
|
||||
return 1.-step(size, x);
|
||||
}
|
||||
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.);
|
||||
}
|
||||
|
||||
float rectSDF(vec2 st, vec2 s) {
|
||||
st = st*2.-1.;
|
||||
return max(abs(st.x/s.x),abs(st.y/s.y));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 st = gl_FragCoord.xy/u_resolution;
|
||||
vec3 color = vec3(0.0,0.0,0.0);
|
||||
float alpha = 1.0;
|
||||
float rect = rectSDF(st, vec2(.5,1.));
|
||||
float diag = (st.x+st.y)*.5;
|
||||
color += flip(fill(rect,.6),stroke(diag,.5,.01));
|
||||
|
||||
|
||||
gl_FragColor = vec4(color, alpha);
|
||||
}
|
Reference in New Issue
Block a user