pull/28/head
Patricio Gonzalez Vivo 9 years ago
parent e97b24e27d
commit b1500890cb

@ -0,0 +1,13 @@
#!/bin/bash
FILE=$1
SEC=$2
COUNTER=0
for i in `seq -w 0.01 .031 $SEC`; do
echo $i
`glslViewer $FILE -s $i -o frame-$COUNTER.png`
let COUNTER=COUNTER+1
done
convert -delay 3.5 -loop 1 frame-*.png animated.gif

@ -27,8 +27,6 @@ vec3 simplexGrid (vec2 st) {
xyz.xy = 1.0-vec2(p.x,p.y-p.x);
xyz.z = p.y;
} else {
// xyz.yz = 1.0-vec2(p.x-p.y,p.y);
// xyz.x = p.x;
xyz.zx = 1.-vec2(p.x-p.y,p.y);
xyz.y = p.x;
}
@ -51,15 +49,16 @@ void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
float t = smoothstep(0.,1.,abs(sin(u_time*0.4)));
float t = u_time*2.;
// Scale the space to see the grid
st *= 1.733;
st *= 2.;
vec3 S = simplexGrid(st*3.);
S.z += (S.x*S.y)*(0.5);
// color = S;
color += step(.5,sin(.5-S.b*3.1415*6.));
color += step(.5,abs(sin(.5-S.b*3.1415*5.-t)));
gl_FragColor = vec4(color,1.0);
}

@ -0,0 +1,87 @@
// Author @patriciogv - 2015 - patriciogonzalezvivo.com
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 skew (vec2 st) {
vec2 r = vec2(0.0);
r.x = 1.1547*st.x;
r.y = st.y+0.5*r.x;
return r;
}
vec3 simplexGrid (vec2 st) {
vec3 xyz = vec3(0.0);
vec2 p = fract(skew(st));
if (p.x > p.y) {
xyz.xy = 1.0-vec2(p.x,p.y-p.x);
xyz.z = p.y;
} else {
xyz.yz = 1.0-vec2(p.x-p.y,p.y);
xyz.x = p.x;
// xyz.zx = 1.-vec2(p.x-p.y,p.y);
// xyz.y = p.x;
}
return fract(xyz);
}
// Antialiazed Step function
// from http://webstaff.itn.liu.se/~stegu/webglshadertutorial/shadertutorial.html
float aastep(float threshold, float value) {
#ifdef GL_OES_standard_derivatives
float afwidth = 0.7 * length(vec2(dFdx(value), dFdy(value)));
return smoothstep(threshold-afwidth, threshold+afwidth, value);
#else
return step(threshold, value);
#endif
}
vec2 aastep(float threshold, vec2 value) {
#ifdef GL_OES_standard_derivatives
float afwidth = 0.7 * length(vec2(dFdx(value), dFdy(value)));
return smoothstep(threshold-afwidth, threshold+afwidth, value);
#else
return step(threshold, value);
#endif
}
vec3 aastep(float threshold, vec3 value) {
#ifdef GL_OES_standard_derivatives
float afwidth = 0.7 * length(vec2(dFdx(value), dFdy(value)));
return smoothstep(threshold-afwidth, threshold+afwidth, value);
#else
return step(threshold, value);
#endif
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
// Scale the space to see the grid
float t = u_time*.5;
float pct = smoothstep(.1,.9, abs(sin(length(st-.5)*3.14-t)) );
color = vec3(pct);
st *= 1.733;
st *= 2.;
vec3 S = simplexGrid(st*3.);
color = S;
color = aastep(pct-.01,1.-S);
color = 1.-vec3(color.r + color.g + color.b);
gl_FragColor = vec4(color,1.0);
}

@ -0,0 +1,92 @@
// Author @patriciogv - 2015 - patriciogonzalezvivo.com
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 skew (vec2 st) {
vec2 r = vec2(0.0);
r.x = 1.1547*st.x;
r.y = st.y+0.5*r.x;
return r;
}
vec3 simplexGrid (vec2 st) {
vec3 xyz = vec3(0.0);
vec2 p = fract(skew(st));
if (p.x > p.y) {
xyz.xy = 1.0-vec2(p.x,p.y-p.x);
xyz.z = p.y;
} else {
xyz.yz = 1.0-vec2(p.x-p.y,p.y);
xyz.x = p.x;
// xyz.zx = 1.-vec2(p.x-p.y,p.y);
// xyz.y = p.x;
}
return fract(xyz);
}
// Antialiazed Step function
// from http://webstaff.itn.liu.se/~stegu/webglshadertutorial/shadertutorial.html
float aastep(float threshold, float value) {
#ifdef GL_OES_standard_derivatives
float afwidth = 0.7 * length(vec2(dFdx(value), dFdy(value)));
return smoothstep(threshold-afwidth, threshold+afwidth, value);
#else
return step(threshold, value);
#endif
}
vec2 aastep(float threshold, vec2 value) {
#ifdef GL_OES_standard_derivatives
float afwidth = 0.7 * length(vec2(dFdx(value), dFdy(value)));
return smoothstep(threshold-afwidth, threshold+afwidth, value);
#else
return step(threshold, value);
#endif
}
vec3 aastep(float threshold, vec3 value) {
#ifdef GL_OES_standard_derivatives
float afwidth = 0.7 * length(vec2(dFdx(value), dFdy(value)));
return smoothstep(threshold-afwidth, threshold+afwidth, value);
#else
return step(threshold, value);
#endif
}
float isoGrid(vec2 st, float pct) {
vec3 S = simplexGrid(st);
S = aastep(pct-.01,1.-S);
return S.r + S.g + S.b;
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
// Scale the space to see the grid
float t = u_time*.5;
float pct = 1.;//smoothstep(.1,.9, abs(sin(length(st-.5)*3.14-t)) );
color = vec3(pct);
st *= 1.733;
float scale = 2.+mod(floor(u_time),3.);
vec3 A = vec3(1.-isoGrid(st*scale,pct));
vec3 B = vec3(1.-isoGrid(st*(scale*2.),pct));
color = mix(A,B,fract(u_time));
gl_FragColor = vec4(color,1.0);
}
Loading…
Cancel
Save