commit 85202f0e4417dba9f09ec389e0b0422be80e63f2 Author: bvanroll Date: Fri Mar 21 11:40:50 2025 +0100 initial commit diff --git a/conf.snippets b/conf.snippets new file mode 100644 index 0000000..68049c6 --- /dev/null +++ b/conf.snippets @@ -0,0 +1,21 @@ +snippet glsl1 "glsl template 1" b +#ifdef GL_ES +precision mediump float; +#endif + +uniform vec2 u_resolution; +uniform vec2 u_mouse; +uniform float u_time; + +#define PI 3.14159265359 + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution; + vec3 color = vec3(.0,.0,.0); + float alpha = .0; + + $0 + + gl_FragColor = vec4(color, alpha); +} +endsnippet diff --git a/glsl.snippets b/glsl.snippets new file mode 100644 index 0000000..1e3b55d --- /dev/null +++ b/glsl.snippets @@ -0,0 +1,240 @@ +snippet glsl1 "glsl template 1" b +#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)); } + + +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; + + $0 + + gl_FragColor = vec4(color, alpha); +} +endsnippet + +snippet fn_dot_circle "function to generate a circle using dotproduct" b +float circle(in vec2 st, in float radius){ + vec2 dist = st; + return 1.-smoothstep(radius-(radius*.01), + radius+(radius*.01), + dot(st,st)*4.); +} +endsnippet + +snippet fn_stroke "function to draw a stroke/line using step" b +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.); +} +endsnippet + +snippet fn_circle "signed distance field circle function" b +float circleSDF(vec2 st) { return length(st); } +endsnippet + +snippet fn_fill "fills idk... should really have more experience with this one" b +float fill(float x, float size) { return 1.-step(size, x); } +endsnippet + +snippet fn_rect "signed distance field rectangle function" b +float rectSDF(vec2 st, vec2 s) { + return max(abs(st.x/s.x),abs(st.y/s.y)); +} +endsnippet + +snippet fn_colorpalette "cos color pallete function" b +vec3 cosPalette(float t, vec3 uAColor, vec3 uBColor, vec3 uCColor, vec3 uDColor) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); } +endsnippet + +snippet fn_cross "signed distance field cross function" b +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); +} +endsnippet + +snippet fn_ndot "negative dotproduct" b +// via https://iquilezles.org/articles/distfunctions2d/ +float ndot(vec2 a, vec2 b) {return a.x*b.x - a.y*b.y;} +endsnippet + +snippet fn_rhomb "rhombus sdf function, like a diamond shape" b +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); +} +endsnippet + +snippet fn_flip "flips values in v compared to pct" b +float flip(float v, float pct) { return mix(v, 1.-v, pct); } +endsnippet + +snippet fn_vesica "sdf for vesica shape (like a leaf)" b +float vesicaSDF(vec2 st, float w) { + vec2 offset1 = st-vec2(w,.0); + vec2 offset2 = st+vec2(w,.0); + float circle1 = length(offset1); + float circle2 = length(offset2); + return max(circle1, circle2); +} +endsnippet + +snippet fn_tri "sdf for triangle shape" b +float triSDF(vec2 st) { + st = st*2.; + return max(abs(st.x)*.866025+st.y*.5,-st.y*.5); +} +endsnippet + +snippet fn_rot "rotate around angle (in radians?)" b +vec2 rotate(vec2 st, float a) { + return mat2(cos(a),-sin(a),sin(a),cos(a))*(st); +} +endsnippet + +snippet fn_pnoise2 "2d perlin noise fn via stegu/webgl-noise" b +//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; +} +endsnippet + +snippet fn_poly "sdf function to create a polygon" b +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; +} +endsnippet + +snippet fn_hex "sdf hex function" b +float hexSDF(vec2 st) { + st = abs(st); + return max(abs(st.y),st.x*.866025+st.y*.5); +} +endsnippet + +snippet fn_scale "scale function" b +vec2 scale(vec2 st, vec2 scale) { return mat2(scale.x,.0,.0,scale.y)*st; } +endsnippet + +snippet fn_tile "tiles the screenspace" b +vec2 tile(vec2 st, float tiles) {return fract(st*tiles)-.5; } +endsnippet + +snippet fn_star "star sdf function" b +float starSDF(vec2 st, float V, float s) { + st = st*2.; + float a = atan(st.y, st.x)/(2.*3.14159265359); + float seg = a * V; + a = ((floor(seg) + .5)/V + mix(s, -s,step(.5,fract(seg)))) * (2.*3.14159265359); + return abs(dot(vec2(cos(a),sin(a)),st)); +} +endsnippet + +