adding UX details
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// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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// My own port of this processing code by @beesandbombs
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// https://dribbble.com/shots/1696376-Circle-wave
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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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mat2 rotate2d(float _angle){
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return mat2(cos(_angle),-sin(_angle),
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sin(_angle),cos(_angle));
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}
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float circleWave(vec2 st, float radius) {
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st = vec2(0.5)-st;
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float r = length(st)*2.0;
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float a = atan(st.y,st.x);
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float m = abs(mod(a+u_time*2.,3.14*2.)-3.14)/3.6;
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float f = (cos(a*10.)*.1*pow(m,2.))+radius;
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return 1.-smoothstep(f,f+0.007,r);
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}
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float circleWaveLine(vec2 st, float radius, float width) {
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return circleWave(st,radius)-circleWave(st,radius-width);
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}
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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(1.0) * circleWaveLine(st,0.8,0.02);
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st -= vec2(0.5);
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st = rotate2d(.314)*st;
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st += vec2(0.5);
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color = mix(color,vec3(1.0),circleWaveLine(st,0.8,0.02));
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gl_FragColor = vec4( color, 1.0 );
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}
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@ -0,0 +1,50 @@
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// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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// My own port of this processing code by @beesandbombs
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// https://dribbble.com/shots/1698964-Circle-wave-II.
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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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mat2 rotate2d(float _angle){
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return mat2(cos(_angle),-sin(_angle),
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sin(_angle),cos(_angle));
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}
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float circleWave(vec2 st, float radius) {
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st = vec2(0.5)-st;
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float r = length(st)*2.0;
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float a = atan(st.y,st.x);
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float m = abs(mod(a+u_time*2.,3.14*2.)-3.14)/3.6;
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float f = cos(a*10.)*.1*pow(m,3.)+radius;
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return 1.-smoothstep(f,f+0.007,r);
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}
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float circleWaveLine(vec2 st, float radius, float width) {
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return circleWave(st,radius)-circleWave(st,radius-width);
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}
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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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float alpha = .8;
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float size = .8;
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float width = 0.03;
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color += vec3(1.000,0.232,0.565) * circleWaveLine(st,size,width) * alpha;
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st -= vec2(0.5);
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st = rotate2d(1.004)*st;
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st += vec2(0.5);
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color += vec3(0.267,.850,0.308) * circleWaveLine(st,size,width) * alpha;
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st -= vec2(0.5);
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st = rotate2d(1.04)*st;
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st += vec2(0.5);
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color += vec3(0.489,0.630,1.000) * circleWaveLine(st,size,width) * alpha;
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gl_FragColor = vec4( color, 1.0 );
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}
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