mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-17 21:25:40 +00:00
55 lines
1.5 KiB
GLSL
55 lines
1.5 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 colorYellow = vec3(.98,0.87,0.30); // 98% 87% 30%
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vec3 colorPink = vec3(0.95, .41, .87);// 95% 41% 87%
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vec3 colorTopBot = vec3(0.91,0.05,0.24); //91% 5% 24%
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vec3 colorWhite = vec3(1., .94, 1.);//100% 94% 100%
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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+b) / (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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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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float x = pcurve(st.x-0.5,5.,1.0);
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float x2 = pcurve(.5-st.x,5.,1.0);
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float y = pcurve(st.y,1.,1.0);
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float y2 = pcurve(.4-st.y,0.2+abs(sin(u_time/20.))*5.,1.0);
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float y3 = pcurve(.4-st.y,0.7+abs(sin(u_time/10.))*4.,1.0);
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vec3 color = vec3(y);
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float pct = plot(st,y);
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color = mix(colorTopBot, colorYellow, y);
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color = mix(color, colorPink, y2);
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color = mix(color, colorWhite, y3);
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color = mix(color, colorTopBot, x);
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color = mix(color, colorTopBot, x2);
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// color = (1.-pct)*color;
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gl_FragColor = vec4(color,1.0);
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}
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