thebookofshaders/examples/06/dothh489-sunset.frag

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2015-10-02 20:16:03 +00:00
// By Hang Do Thi Duc ( http://22-8miles.com)
// For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015
// Inspired on this picture http://www.tate.org.uk/art/artworks/turner-red-sunset-on-lake-d36200
// by William Turner Sunset
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float plot (vec2 st, float pct){
return smoothstep( pct-0.01, pct, st.y) -
smoothstep( pct, pct+0.01, st.y);
}
//Inigo Quiles
float cubicPulse( float highPos, float width, float x ){
// e.g. 0.4__0.2__0.0__0.2__0.4
x = abs(x - highPos);
// make flat before and after highPos value
if( x>width ) return 0.0;
x /= width;
// reverse Quadratfunction * smooth edges
return 1.0 - pow(x, 2.) * (3.0 - 2.0*x);
}
void main() {
vec3 colorA = vec3(0.909,0.961,0.982);
vec3 colorB = vec3(0.760,0.533,0.404);
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(1.0);
vec3 pct = vec3(st.y);
pct.r = 1.2 * cubicPulse(0.44, 0.09, st.y) - .2;
pct.g = 1.2 * (smoothstep(.28,.5, st.y) - smoothstep(.5,.8, st.y));
pct.b = 1.1 * (smoothstep(.2,.6, st.y) - smoothstep(.6,.9, st.y));
color = mix(colorA, colorB, pct);
gl_FragColor = vec4(color,1.0);
}