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https://github.com/bvanroll/shaders.git
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smoothstep lijkt super interessant
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24
learning/shaping/main.frag
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24
learning/shaping/main.frag
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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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// Plot a line on Y using a value between 0.0-1.0
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float plot(vec2 st) {
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return smoothstep(0.02,0.0, abs(st.y - st.x));
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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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float y = st.x;
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vec3 color = vec3(y);
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float pct = plot(st);
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color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
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gl_FragColor = vec4(color, 1.0);
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}
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28
learning/shaping/pow.frag
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28
learning/shaping/pow.frag
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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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// Plot a line on Y using a value between 0.0-1.0
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float plot(vec2 st, float pct) {
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return smoothstep( pct-0.02, pct, st.y) - smoothstep( pct, pct+0.02, st.y);
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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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// float y = pow(st.x, 2.0);
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// float y = pow(st.x, PI);
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float y = sqrt(st.x);
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vec3 color = vec3(y);
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float pct = plot(st,y);
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color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
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gl_FragColor = vec4(color, 1.0);
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}
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32
learning/shaping/step.frag
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32
learning/shaping/step.frag
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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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// Plot a line on Y using a value between 0.0-1.0
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float plot(vec2 st, float pct) {
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return smoothstep( pct-0.02, pct, st.y) - smoothstep( pct, pct+0.02, st.y);
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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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// float y = pow(st.x, 2.0);
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// float y = pow(st.x, PI);
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// float y = sqrt(st.x);
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// float y = step(0.5, st.x);
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// float y = smoothstep(0.3,0.9,st.x);
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// this code creates a smooth gradient for a line edge from 0.4 to 0.5 and 0.5 to 0.6 since it's only checking the x coors
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float y = smoothstep(0.4,0.5,st.x) - smoothstep(0.5,0.6,st.x);
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vec3 color = vec3(y);
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float pct = plot(st,y);
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color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
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gl_FragColor = vec4(color, 1.0);
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}
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