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https://github.com/bvanroll/shaders.git
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40 lines
1000 B
GLSL
40 lines
1000 B
GLSL
#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 stroke(in float x_coor, float s, float width){
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float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
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return clamp(d, 0.,1.);
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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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vec2 pos = vec2(.5)-st;
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float r = length(pos)*2.;
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float a = atan(pos.y,pos.x);
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float f = sin(a*3.);
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f = abs(cos(a*3.));
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f = abs(cos(a*2.5))*.5+.3;
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f = abs(cos(a*12.)*sin(a*3.))*.8+.1;
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f = smoothstep(-.5,.8,cos(a*10.))*.2+.5;
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color += 1.-stroke(f, 1.,.4);
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gl_FragColor = vec4(color, alpha);
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}
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