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