mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-08 01:10:27 +00:00
61 lines
1.7 KiB
GLSL
61 lines
1.7 KiB
GLSL
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// By Udit Mahajan ( uditmahajan.com / @mahajan_udit )
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// For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015
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// Inspired on Leo Villareal work
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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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vec3 colorTopBot = vec3(0.91,0.5,0.24); //91% 5% 24%
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vec3 colorOne = vec3(1.);//44% 41% 99%
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vec3 colorTwo = vec3(.55, .18, .36);//55% 18% 26%
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vec3 colorThree = vec3(.06, .15, .55); //46% 15% 15%
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vec3 colorFour = vec3(.03, .2, .59);// 39% 20% 19%
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// Function from Iñigo Quiles
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// www.iquilezles.org/www/articles/functions/functions.htm
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float pcurve( float x, float a, float b ){
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float k = pow(a+b,a) / (pow(a,a)*pow(b,b));
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return k * pow( x, a ) * pow( 1.0-x, b );
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}
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float plot(vec2 st, float pct){
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return smoothstep( pct-0.02, pct, st.y) -
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smoothstep( pct, pct+0.02, st.y);
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}
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float plot1(vec2 st, float pct){
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return step( pct-0.02, st.x) -
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step( pct+0.02, 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 = pcurve(st.x, 1., 1.);
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float lines = step(0.25,sin(st.x*(3.14)*23.0));
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float y1 = pcurve(st.x, abs(sin(u_time/2.)), 1.);
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float y2 = pcurve(st.x, abs(cos(u_time/5.))*10., 1.);
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float y3= pcurve(st.x, abs(sin(u_time/7.))*5., 1.);
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float y4= pcurve(st.x, abs(mod(u_time/17., 10.))*5., 1.);
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vec3 color = vec3(1.);
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float pct = plot1(st,y);
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color = mix(color, colorTopBot, y);
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color = mix(color, colorTwo, y1);
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color = mix(color, colorThree, y2);
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color = mix(color, colorFour, y3);
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color = mix(color, colorOne, lines);
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gl_FragColor = vec4(color,1.0);
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}
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