finished at the 8th card "high priestess" for today

This commit is contained in:
2024-05-31 14:46:14 +02:00
parent aeec2af826
commit 3272be4459
9 changed files with 201 additions and 0 deletions

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
float dev = .25;
// the card itself has another way to do this, instead of 1.0-st.x+st.y it uses .5+(st.x-st.y)*.5
// which i like more
color += step(.45, (1.0-st.x+st.y)*.5)-step(.55, (1.0-st.x+st.y)*.5);
gl_FragColor = vec4(color, alpha);
}

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
// simple enough, basically adding together both coors and dividing by 2 (aka multing by .5)
color += step(.5,(st.x+st.y)*.5);
gl_FragColor = vec4(color, alpha);
}

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
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.);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
vec2 centre = vec2(.5);
// this was my original solution, going to look over the stroke version on the card now
//color += step(.25, distance(centre, st))-step(.27, distance(centre, st));
color += stroke(length(st-.5)*2.,.5,.05);
gl_FragColor = vec4(color, alpha);
}

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
color += step(.5, st.x);
gl_FragColor = vec4(color, alpha);
}

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
float deviation = .25;
//idk why but i've never considered using cos or sin on anything else then u_time, but this is really interesting and something i definetly overlooked
color += step(.5+(cos(st.y*PI)*deviation),st.x);
gl_FragColor = vec4(color, alpha);
}

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
float squigly_line(in float midpoint, in float deviation, in vec2 st) {
return step(midpoint+(cos(st.y*PI)*deviation),st.x)-step(midpoint+deviation+(cos(st.y*PI)*deviation),st.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.);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
float dev = .1;
// stagger for .3 .5 and .7, since we don't want any chance of deviation overlap
//color += squigly_line(.3, dev, st) + squigly_line(.5,dev,st)+squigly_line(.7,dev,st);
// after finishing the high priestess decided to come back to this one and try using the stroke function again.
float c = cos(st.y*PI)*dev;
color += stroke(st.x,.35+c,.1)+stroke(st.x,.5+c,.1)+stroke(st.x,.65+c,.1);;
gl_FragColor = vec4(color, alpha);
}

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
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.);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
color += stroke((st.x+st.y)*.5, .5, .1)+stroke(.5+(st.x-st.y)*.5,.5,.1);
gl_FragColor = vec4(color, alpha);
}

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
color += step(.45, st.x)-step(.55, st.x);
gl_FragColor = vec4(color, alpha);
}

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
gl_FragColor = vec4(color, alpha);
}