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https://github.com/bvanroll/shaders.git
synced 2025-08-29 12:02:44 +00:00
ik versta da met de polar coordinats nu denk ik
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@@ -15,6 +15,7 @@ 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) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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float hexSDF(vec2 st) {
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st = abs(st*2.-1.);
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return max(abs(st.y),st.x*.866025+st.y*.5);
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45
learning/PixelSpirit/the_devil.frag
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45
learning/PixelSpirit/the_devil.frag
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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) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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float starSDF(vec2 st, int V, float s) {
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st = st*4.-2.;
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float a = atan(st.y, st.x)/(2.*PI);
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float seg = a * float(V);
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a = ((floor(seg) + .5)/float(V)+mix(s,-s,step(.5,fract(seg))))*(2.*PI);
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return abs(dot(vec2(cos(a),sin(a)),st));
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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 circleSDF(vec2 st) { return length(st-.5)*2.; }
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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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color += stroke(circleSDF(st),.8,.05);
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st.y = 1.-st.y;
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float s = starSDF(st.yx,5,.1);
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color *= step(.7,s);
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color += stroke(s,.4,.1);
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gl_FragColor = vec4(color, alpha);
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}
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39
learning/shapes/polar_shapes.frag
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39
learning/shapes/polar_shapes.frag
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@@ -0,0 +1,39 @@
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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) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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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 pos = vec2(.5)-st;
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float r = length(pos)*2.;
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float a = atan(pos.y,pos.x);
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float f = sin(a*3.);
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f = abs(cos(a*3.));
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f = abs(cos(a*2.5))*.5+.3;
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f = abs(cos(a*12.)*sin(a*3.))*.8+.1;
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f = smoothstep(-.5,.8,cos(a*10.))*.2+.5;
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color += 1.-stroke(f, 1.,.4);
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gl_FragColor = vec4(color, alpha);
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}
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60
learning/shapes/polar_test.frag
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60
learning/shapes/polar_test.frag
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@@ -0,0 +1,60 @@
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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) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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float circleSDF(vec2 st) { return length(st)*2.; }
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float rectSDF(vec2 st, vec2 s) {
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st = st;
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return max(abs(st.x/s.x),abs(st.y/s.y));
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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 polySDF(vec2 st, float angles) {
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// st = st*2.-1.;
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float a = atan(st.x,st.y)+PI;
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float r = length(st);
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float v = (2.*PI)/angles;
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return cos(floor(.5+a/v)*v-a)*r;
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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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st *= u_resolution.x/u_resolution.y;
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st = (st - .5)*2.;
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vec3 color = vec3(0.0,0.0,0.0);
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vec2 m = u_mouse.xy/u_resolution.xy;
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m *= u_resolution.x/u_resolution.y;
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m = abs(m);
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float alpha = 1.0;
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float fq = 2.;
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float pos = radians(dot(m,m)*360.);
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float c = circleSDF(st);
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float r = rectSDF(st, vec2(1.));
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float a = atan(st.y,st.x);
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float f = (cos(a*fq+pos)/2.+.5)*.1;
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float s = polySDF(st, 6.);
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//a = abs(cos(a+u_time))*.1;
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//a = mix(a, .1, sin(u_time));
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color += stroke(s,.5,.1+f);
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//color += c;
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gl_FragColor = vec4(color, alpha);
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}
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40
learning/shapes/sdf.frag
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40
learning/shapes/sdf.frag
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@@ -0,0 +1,40 @@
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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) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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st.x *= u_resolution.x/u_resolution.y;
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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 d = 0.;
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//remaps to -1 - 1;
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st = st*2.-1.;
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d = length(abs(st)-.3);
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d = length(min(abs(st)-.3,0.));
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d = length(max(abs(st)-.3,0.));
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//color += fract(d*10.);
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//color += vec3(step(.3,d));
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//color += vec3(step(.3,d)*step(d,.4));
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color += vec3(smoothstep(.3,.4,d)*smoothstep(.6,.5,d));
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gl_FragColor = vec4(color, alpha);
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}
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