diff --git a/learning/PixelSpirit/opposite.frag b/learning/PixelSpirit/opposite.frag new file mode 100644 index 0000000..4ca22a2 --- /dev/null +++ b/learning/PixelSpirit/opposite.frag @@ -0,0 +1,52 @@ +#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 rectSDF(vec2 st, vec2 s) { + st = st*2.-1.; + return max(abs(st.x/s.x),abs(st.y/s.y)); +} + +float fill(float x, float size) { + return 1.-step(size, x); +} + +vec2 rotate(vec2 st, float a) { + st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st-.5); + return st+.5; +} + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution; + vec3 color = vec3(0.0,0.0,0.0); + float alpha = 1.0; + st = rotate(st, radians(-45.)); + vec2 off = vec2(.02); + vec2 size = vec2(1.); + float r1 = fill(rectSDF(st+off,size),.3); + float r2 = fill(rectSDF(st-off,size),.3); + color += flip(r1, r2); + + + gl_FragColor = vec4(color, alpha); +} diff --git a/learning/PixelSpirit/the_mountain.frag b/learning/PixelSpirit/the_mountain.frag new file mode 100644 index 0000000..1132f31 --- /dev/null +++ b/learning/PixelSpirit/the_mountain.frag @@ -0,0 +1,57 @@ +#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 rectSDF(vec2 st, vec2 s) { + st = st*2.-1.; + return max(abs(st.x/s.x),abs(st.y/s.y)); +} + +vec2 rotate(vec2 st, float a) { + st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st-.5); + return st+.5; +} + +float fill(float x, float size) { + return 1.-step(size, x); +} + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution; + vec3 color = vec3(0.0,0.0,0.0); + float alpha = 1.0; + // probably super inefficient/complicated + //st = rotate(st, radians(45.)); + //float r1 = fill(rectSDF(st, vec2(1.,1.)),.3); + //float r1_bord = 1.-fill(rectSDF(st, vec2(1.,1.)),.35)-r1; + //float r2 = fill(rectSDF(st+vec2(-.12,.12),vec2(1.,1.)),.2); + //float r3 = fill(rectSDF(st+vec2(.12,-.12),vec2(1.,1.)),.2); + //color += r2+r3; + //color *= (r1_bord+r1); + //color += r1; + st = rotate(st, radians(-45.)); + float off = .12; + vec2 s = vec2(1.); + color += fill(rectSDF(st+off,s),.2); + color += fill(rectSDF(st-off,s),.2); + float r = rectSDF(st,s); + color *= step(.33,r); + color += fill(r,.3); + // yep this step trick is way better then the fuckery i was doing + gl_FragColor = vec4(color, alpha); +} diff --git a/learning/PixelSpirit/the_shadow.frag b/learning/PixelSpirit/the_shadow.frag new file mode 100644 index 0000000..40ee0e1 --- /dev/null +++ b/learning/PixelSpirit/the_shadow.frag @@ -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)); +} + +vec2 rotate(vec2 st, float a) { + st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st-.5); + return st+.5; +} + +float rectSDF(vec2 st, vec2 s) { + st = st*2.-1.; + return max(abs(st.x/s.x),abs(st.y/s.y)); +} + +float fill(float x, float size) { + return 1.-step(size, x); +} + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution; + vec3 color = vec3(0.0,0.0,0.0); + float alpha = 1.0; + st = rotate(st, radians(-45.)); + vec2 size = vec2(1.); + vec2 off = vec2(-0.02,.02); + color += fill(rectSDF(st+off, size),.3); + color += fill(rectSDF(st-off, size),.3); + color *= (1.-fill(rectSDF(st-off, size),.29)); + //color *= step(.38,rectSDF(st-off,size)); + + gl_FragColor = vec4(color, alpha); +} diff --git a/learning/PixelSpirit/the_stone.frag b/learning/PixelSpirit/the_stone.frag new file mode 100644 index 0000000..40ff82b --- /dev/null +++ b/learning/PixelSpirit/the_stone.frag @@ -0,0 +1,44 @@ +#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)); +} + +vec2 rotate(vec2 st, float a) { + st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st-.5); + return st+.5; +} + +float rectSDF(vec2 st, vec2 s) { + st = st*2.-1.; + return max(abs(st.x/s.x),abs(st.y/s.y)); +} + +float fill(float x, float size) { + return 1.-step(size, x); +} + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution; + vec3 color = vec3(0.0,0.0,0.0); + float alpha = 1.0; + st = rotate(st, radians(45.)); + for (int i = 0; i<4;i++) { + color += fill(rectSDF(st+vec2(.08,-.08),vec2(.3,.3)), .5); + st = rotate(st, radians(90.)); + } + gl_FragColor = vec4(color, alpha); +}