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https://github.com/patriciogonzalezvivo/thebookofshaders
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30 lines
635 B
GLSL
30 lines
635 B
GLSL
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// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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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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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec3 color = vec3(0.0);
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vec2 pos = vec2(0.5)-st;
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float r = length(pos)*2.0;
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float a = atan(pos.y,pos.x);
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float f = cos(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(-.5,1., cos(a*10.))*0.2+0.5;
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color = vec3( 1.-smoothstep(f,f+0.02,r) );
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gl_FragColor = vec4(color, 1.0);
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}
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