This commit is contained in:
2024-06-03 17:13:04 +02:00
parent bfd2f0700b
commit 7bea59d29a
3 changed files with 163 additions and 20 deletions

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@@ -0,0 +1,129 @@
#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(.0,.5,.5);
const vec3 uBColor = vec3(.0,.5,.5);
const vec3 uCColor = vec3(0.,.5,.333);
const vec3 uDColor = vec3(.0,.5,.667);
//get colors from http://dev.thi.ng/gradients/
vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
//2d perlin noise fn via stegu/webgl-noise
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 permute(vec4 x) { return mod289(((x*34.0)+10.0)*x);}
vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; }
vec2 fade(vec2 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); }
// Classic Perlin noise
float cnoise(vec2 P)
{
vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
Pi = mod289(Pi); // To avoid truncation effects in permutation
vec4 ix = Pi.xzxz;
vec4 iy = Pi.yyww;
vec4 fx = Pf.xzxz;
vec4 fy = Pf.yyww;
vec4 i = permute(permute(ix) + iy);
vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
vec4 gy = abs(gx) - 0.5 ;
vec4 tx = floor(gx + 0.5);
gx = gx - tx;
vec2 g00 = vec2(gx.x,gy.x);
vec2 g10 = vec2(gx.y,gy.y);
vec2 g01 = vec2(gx.z,gy.z);
vec2 g11 = vec2(gx.w,gy.w);
vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
g00 *= norm.x;
g01 *= norm.y;
g10 *= norm.z;
g11 *= norm.w;
float n00 = dot(g00, vec2(fx.x, fy.x));
float n10 = dot(g10, vec2(fx.y, fy.y));
float n01 = dot(g01, vec2(fx.z, fy.z));
float n11 = dot(g11, vec2(fx.w, fy.w));
vec2 fade_xy = fade(Pf.xy);
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}
// Classic Perlin noise, periodic variant
float pnoise(vec2 P, vec2 rep)
{
vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
Pi = mod(Pi, rep.xyxy); // To create noise with explicit period
Pi = mod289(Pi); // To avoid truncation effects in permutation
vec4 ix = Pi.xzxz;
vec4 iy = Pi.yyww;
vec4 fx = Pf.xzxz;
vec4 fy = Pf.yyww;
vec4 i = permute(permute(ix) + iy);
vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
vec4 gy = abs(gx) - 0.5 ;
vec4 tx = floor(gx + 0.5);
gx = gx - tx;
vec2 g00 = vec2(gx.x,gy.x);
vec2 g10 = vec2(gx.y,gy.y);
vec2 g01 = vec2(gx.z,gy.z);
vec2 g11 = vec2(gx.w,gy.w);
vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
g00 *= norm.x;
g01 *= norm.y;
g10 *= norm.z;
g11 *= norm.w;
float n00 = dot(g00, vec2(fx.x, fy.x));
float n10 = dot(g10, vec2(fx.y, fy.y));
float n01 = dot(g01, vec2(fx.z, fy.z));
float n11 = dot(g11, vec2(fx.w, fy.w));
vec2 fade_xy = fade(Pf.xy);
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}
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.);
}
float circleSDF(vec2 st) { return length(st-.5)*2.; }
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
float s = u_time/2.;
float color = sin(s)*cos(s)/s*st.x;
float alpha = 1.0;
vec2 off = vec2(.2);
float md = sin(u_time);
int it = 8;
for (int i = 0; i<it; i++) {
color += stroke(circleSDF(st+(off*vec2(sin(s/md),cos(s/md)))), .3,(.1*abs(sin(s/md))));
md *=2.;
}
color *= abs(pnoise(st+(10000.*cos(s)),st*sin(s)));
gl_FragColor = vec4(cosPalette(color), alpha);
}

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@@ -7,14 +7,6 @@ uniform float u_time;
#define PI 3.14159265359
const vec3 uAColor = vec3(.0,.5,.5);
const vec3 uBColor = vec3(.0,.5,.5);
const vec3 uCColor = vec3(0.,.5,.333);
const vec3 uDColor = vec3(.0,.5,.667);
//get colors from http://dev.thi.ng/gradients/
vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
//2d perlin noise fn via stegu/webgl-noise
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
@@ -105,25 +97,47 @@ float pnoise(vec2 P, vec2 rep)
return 2.3 * n_xy;
}
const vec3 uAColor = vec3(.821,.328,.242);
const vec3 uBColor = vec3(.659,.481,.896);
const vec3 uCColor = vec3(.612,.340,.296);
const vec3 uDColor = vec3(2.82,3.026,-.273);
//get colors from http://dev.thi.ng/gradients/
vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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.);
}
float circleSDF(vec2 st) { return length(st-.5)*2.; }
float triSDF(vec2 st) {
st = (st*2.-1.)*2.;
return max(abs(st.x)*.866025+st.y*.5,-st.y*.5);
}
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;
float color = sin(u_time)*cos(u_time)/u_time*st.x;
st.x *= u_resolution.x/u_resolution.y;
st = st -.5;
st *= 2.;
// vec3 color = vec3(0.0,0.0,0.0);
float color = 0.;
float d = length(st);
float alpha = 1.0;
vec2 off = vec2(.2);
float md = sin(u_time);
int it = 8;
for (int i = 0; i<it; i++) {
color += stroke(circleSDF(st+(off*vec2(sin(u_time/md),cos(u_time/md)))), .3,(.1*abs(sin(u_time/md))));
md *=2.;
}
color *= pnoise(st+(10000.*cos(u_time)),st*sin(u_time));
float s = u_time*8.;
float f_amount = 4.;
vec2 f_st = fract(st*f_amount);
f_st = rotate(f_st,dot(st,st)+(s*d));
gl_FragColor = vec4(cosPalette(color), alpha);
float t = triSDF(f_st);
//color += stroke(t, .5,.1);
color += stroke(t, .8,.2);
color *= pnoise(st*s, f_st*s)+.5;
gl_FragColor = vec4(vec3(color), alpha);
}

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