From 562de5f046cd453680f5eb6242a7f59ed5c2827c Mon Sep 17 00:00:00 2001 From: bvanroll Date: Sat, 8 Jun 2024 16:36:48 +0200 Subject: [PATCH] cool cool cool --- learning/2d_matrices/rotations.frag | 48 +++++++++++++++++++ learning/2d_matrices/scale.frag | 53 +++++++++++++++++++++ learning/2d_matrices/translate.frag | 39 +++++++++++++++ learning/2d_matrices/yuvcolor.frag | 34 +++++++++++++ learning/patterns/matrices.frag | 41 ++++++++++++++++ learning/patterns/patterns.frag | 74 +++++++++++++++++++++++++++++ 6 files changed, 289 insertions(+) create mode 100644 learning/2d_matrices/rotations.frag create mode 100644 learning/2d_matrices/scale.frag create mode 100644 learning/2d_matrices/translate.frag create mode 100644 learning/2d_matrices/yuvcolor.frag create mode 100644 learning/patterns/matrices.frag create mode 100644 learning/patterns/patterns.frag diff --git a/learning/2d_matrices/rotations.frag b/learning/2d_matrices/rotations.frag new file mode 100644 index 0000000..1477163 --- /dev/null +++ b/learning/2d_matrices/rotations.frag @@ -0,0 +1,48 @@ +#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)); } + + +mat2 rotate2d(float _angle){ + return mat2(cos(_angle),-sin(_angle), + sin(_angle),cos(_angle)); +} + +float crossSDF(vec2 st, float s) { + vec2 size = vec2(.25, s); + float a = max(abs(st.x/size.x),abs(st.y/size.y)); + float b = max(abs(st.x/size.y),abs(st.y/size.x)); + return min(a,b); +} + +float fill(float x, float size) { return 1.-step(size, x); } + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution; + st.x *= u_resolution.x/u_resolution.y; + st = (st-.5)*2.; + vec3 color = vec3(0.0,0.0,0.0); + float alpha = 1.0; + vec2 translate = vec2(cos(u_time),sin(u_time)); + //move before rotate. i would've thought the opposite + st = st - translate*.35; + st = rotate2d(sin(u_time)*PI) * st; + //color = vec3(st.x,st.y,.0); + color += fill(crossSDF(st,1.),.3); + + + gl_FragColor = vec4(color, alpha); +} diff --git a/learning/2d_matrices/scale.frag b/learning/2d_matrices/scale.frag new file mode 100644 index 0000000..4226f0a --- /dev/null +++ b/learning/2d_matrices/scale.frag @@ -0,0 +1,53 @@ +#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); + return st; +} + +vec2 scale(vec2 st, vec2 scale) { + return mat2(scale.x,.0,.0,scale.y)*st; +} + +float fill(float x, float size) { return 1.-step(size, x); } + +float crossSDF(vec2 st, float s) { + vec2 size = vec2(.25, s); + float a = max(abs(st.x/size.x),abs(st.y/size.y)); + float b = max(abs(st.x/size.y),abs(st.y/size.x)); + return min(a,b); +} + + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution; + st.x *= u_resolution.x/u_resolution.y; + st = (st-.5)*2.; + vec3 color = vec3(0.0,0.0,0.0); + float alpha = 1.0; + st += vec2(sin(u_time),cos(u_time))*.35; + st = scale(st, vec2(sin(u_time),sin(u_time))); + st = rotate(st,sin(u_time)); + float c = crossSDF(st,1.); + + color = vec3(st.x,st.y,.0); + color += fill(c,.2); + + + gl_FragColor = vec4(color, alpha); +} diff --git a/learning/2d_matrices/translate.frag b/learning/2d_matrices/translate.frag new file mode 100644 index 0000000..ad51f91 --- /dev/null +++ b/learning/2d_matrices/translate.frag @@ -0,0 +1,39 @@ +#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 crossSDF(vec2 st, float s) { + vec2 size = vec2(.25, s); + float rect1 = max(abs(st.x/size.x),abs(st.y/size.y)); + float rect2 = max(abs(st.x/size.y),abs(st.y/size.x)); + return min(rect1,rect2); +} + +float fill(float x, float size) { return 1.-step(size, x); } + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution; + st.x *= u_resolution.x/u_resolution.y; + st = (st-.5)*2.; + vec3 color = vec3(0.0,0.0,0.0); + float alpha = 1.0; + + vec2 translate = vec2(0.,sin(u_time)); + st += translate*.35; + color = vec3(st.x,st.y,.0); + color += fill(crossSDF(st,1.),.2+(cos(u_time*2.)*.1)); + gl_FragColor = vec4(color, alpha); +} diff --git a/learning/2d_matrices/yuvcolor.frag b/learning/2d_matrices/yuvcolor.frag new file mode 100644 index 0000000..fcd39d1 --- /dev/null +++ b/learning/2d_matrices/yuvcolor.frag @@ -0,0 +1,34 @@ +#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)); } + +mat3 yuv2rgb = mat3(1.,.0,1.13983, + 1.,-.39465,-.58060, + 1.,2.03211,.0); + +mat3 rgb2yuv = mat3(.2125,.7152,.0722,-.09991,-.33609,.43600,.615,-.5586,-.05639); + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution; + st.x *= u_resolution.x/u_resolution.y; + st = (st-.5)*2.; + vec3 color = vec3(0.0,0.0,0.0); + float alpha = 1.0; + color = yuv2rgb * vec3(.5,st.x,st.y); + + + gl_FragColor = vec4(color, alpha); +} diff --git a/learning/patterns/matrices.frag b/learning/patterns/matrices.frag new file mode 100644 index 0000000..c751afa --- /dev/null +++ b/learning/patterns/matrices.frag @@ -0,0 +1,41 @@ +#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 tile(vec2 st, float tiles) {return fract(st*tiles)-.5; } + +vec2 rotate(vec2 st, float a) { + return mat2(cos(a),-sin(a),sin(a),cos(a))*(st); +} + +float rectSDF(vec2 st, vec2 s) { + 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*2. - u_resolution.xy)/u_resolution.y; + vec3 color = vec3(0.0,0.0,0.0); + float alpha = 1.0; + + st = tile(st,1.); + + st = rotate(st, PI*.25); + color += vec3(fill(rectSDF(st,vec2(1.)),.36)); + + gl_FragColor = vec4(color, alpha); +} diff --git a/learning/patterns/patterns.frag b/learning/patterns/patterns.frag new file mode 100644 index 0000000..b5dc078 --- /dev/null +++ b/learning/patterns/patterns.frag @@ -0,0 +1,74 @@ +#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 rhombSDF(vec2 st) { + vec2 st1 = (st)*2.; + vec2 st2 = (vec2(st.x,0.-st.y)*2.-1.)*2.; + float triangle1 = max(abs(st1.x)*.866025+st1.y*.5,-st1.y*.5); + float triangle2 = max(abs(st2.x)*.866025+st2.y*.5,-st2.y*.5); + return max(triangle1, triangle2); +} + +float fill(float x, float size) { return 1.-step(size, x); } + +float circleSDF(vec2 st) { return length(st); } + +float triSDF(vec2 st) { + st = st*2.; + return max(abs(st.x)*.866025+st.y*.5,-st.y*.5); +} + +float rectSDF(vec2 st, vec2 s) { + 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); + return st; +} + +vec2 tile(vec2 st, float tiles) { + return fract(st*tiles)-.5; +} + +float polySDF(vec2 st, float angles) { + float a = atan(st.x,st.y)+PI; + float r = length(st); + float v = (2.*PI)/angles; + return cos(floor(.5+a/v)*v-a)*r; +} + +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; + vec2 st2 = tile(st, 2.); + st2 = rotate(st2, radians(30.*u_time)); + float a = atan(st2.y,st2.x); + float fq = cos(a*2.+(st.x+st.y)/2.+u_time/2.); + fq = 1.; + float c = fill(circleSDF(st2),.2+fq*.1); + float t = fill(triSDF(st2),.2+fq*.1); + float r = fill(rectSDF(st2, vec2(1.)),.2+fq*.1); + float f = fill(polySDF(st2, 5.),.2+fq*.1); + + color += c*step(st.x,.0)*step(st.y,.0); + color += f*step(st.x,.0)*step(.0,st.y); + color += t*step(0.,st.x)*step(st.y,.0); + color += r*step(.0,st.x)*step(.0,st.y); + gl_FragColor = vec4(color, alpha); +}