ok, kben er

This commit is contained in:
2024-06-18 22:37:23 +02:00
parent dc3c76bd1f
commit 30b87a48b0
3 changed files with 64 additions and 42 deletions

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Width:  |  Height:  |  Size: 1.8 KiB

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@@ -1,43 +1,6 @@
#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); }
float circleSDF(vec2 st) { return length(st); }
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;
float sp = u_time/8.;
float m = step(mod(sp*10.,2.),1.);
vec2 st2 = st;
//vec2 st2 = fract(st*10.)-.5;
vec2 u = vec2(1.);
u.x = step(mod(st2.y*10.,2.),1.)*2.-1.;
u.y = step(mod(st2.x*10.,2.),1.)*2.-1.;
st2.x += u.x*fract(sp*m);
st2.y += u.y*fract(sp*(1.-m));
st2 = fract(st2*10.)-.5;
st2 *= 2.;
float circle = (circleSDF(st2));
float circle2 = (circle);
color += fill(circle,.2);
color += fill(min(circle,circle2),.5);
gl_FragColor = vec4(color, alpha);
}
uniform vec2 iResolution;
uniform float iTime;
float fi(float x,float s){return 1.-step(s, x);}
float cs(vec2 s){return length(s);}
void main(){vec2 st=(gl_FragCoord.xy*2.-iResolution.xy)/iResolution.y; vec3 co=vec3(0.0);float sp=iTime/8.;float m=step(mod(sp*10.,2.),1.);vec2 st2=st;vec2 u=vec2(1.);u.x=step(mod(st2.y*10.,2.),1.)*2.-1.;u.y=step(mod(st2.x*10.,2.),1.)*2.-1.;st2.x+=u.x*fract(sp*m);st2.y+=u.y*fract(sp*(1.-m));st2=fract(st2*10.)-.5;st2*=2.;float c=(cs(st2));float c2=(c);co+=fi(c,.2);co+=fi(min(c,c2),.5);gl_FragColor=vec4(co, 1.);}

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@@ -0,0 +1,59 @@
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
vec2 rotate2D (vec2 st, float angle) {
st -= .5;
st = mat2(cos(angle),-sin(angle),
sin(angle),cos(angle))*st;
st += .5;
return st;
}
vec2 tile (vec2 st, float zoom) {
st *= zoom;
return fract(st);
}
vec2 rotateTilePatter(vec2 st) {
st *= 2.;
float index = 0.0;
index += step(1., mod(st.x,2.));
index += step(1.,mod(st.y,2.))*2.;
st = fract(st);
if(index == 1.) {
st = rotate2D(st, PI*.5);
} else if (index == 2.){
st = rotate2D(st, PI*-.5);
} else if (index == 3.){
st = rotate2D(st, PI);
}
return st;
}
void main() {
vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y;
// vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
st = fract(st*2.);
st = rotateTilePatter(st);
color += step(st.x,st.y);
gl_FragColor = vec4(color, alpha);
}