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https://github.com/bvanroll/shaders.git
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mep
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@@ -125,19 +125,18 @@ void main() {
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st.x *= u_resolution.x/u_resolution.y;
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st = st -.5;
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st *= 2.;
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// vec3 color = vec3(0.0,0.0,0.0);
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float color = 0.;
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float d = length(st);
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float alpha = 1.0;
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float s = u_time*8.;
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float f_amount = 4.;
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vec2 f_st = fract(st*f_amount);
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f_st = rotate(f_st,dot(st,st)+(s*d));
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f_st = rotate(f_st,sin(dot(f_st,f_st)+(s*dot(st,st))));
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float t = triSDF(f_st);
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//color += stroke(t, .5,.1);
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color += stroke(t, .8,.2);
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color *= pnoise(st*s, f_st*s)+.5;
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color += stroke(t, 1.-(sin(dot(st,f_st)+s)*.5),.2);
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color *= pnoise(st*s, f_st*s)*(sin(s)+2.);
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gl_FragColor = vec4(vec3(color), alpha);
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gl_FragColor = vec4(cosPalette(color), alpha);
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}
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36
learning/PixelSpirit/the_empress.frag
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36
learning/PixelSpirit/the_empress.frag
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@@ -0,0 +1,36 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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float fill(float x, float size) { return 1.-step(size, x); }
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float polySDF(vec2 st, float angles) {
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st = st*2.-1.;
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float a = atan(st.x,st.y)+PI;
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float r = length(st);
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float v = (2.*PI)/angles;
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return cos(floor(.5+a/v)*v-a)*r;
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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color += fill(polySDF(st, 5),.3);
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gl_FragColor = vec4(color, alpha);
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}
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