adding grids and glitch effect

pull/19/head
Patricio Gonzalez Vivo 9 years ago
parent 623da29a6e
commit d8dc805c4d

@ -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 img-glitch.frag --u_tex $FILE -s $i -o frame-$COUNTER.png`
let COUNTER=COUNTER+1
done
convert -delay 3.5 -loop 1 frame-*.png animated.gif

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// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_tex;
uniform vec2 u_resolution;
uniform float u_time;
float random(in float x){ return fract(sin(x)*43758.5453); }
float random(in vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); }
float noise(in vec2 x) {
vec2 i = floor(x);
vec2 f = fract(x);
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
float fbm( in vec2 p ){
float s = 0.0;
float m = 0.0;
float a = 0.5;
for(int i=0; i<2; i++ ){
s += a * noise(p);
m += a;
a *= 0.5;
p *= 2.0;
}
return s/m;
}
void main(){
vec2 st = gl_FragCoord.st/u_resolution.xy;
float aspect = u_resolution.x/u_resolution.y;
vec2 grain_st = st-.5;
float grain = 0.0;
grain = mix(1., 0.9, dot(grain_st,grain_st) + (fbm(gl_FragCoord.xy*0.6)*0.1) );
// Random blocks
vec2 blocks_st = floor(st*vec2(5.*random(floor(u_time*10.)),10.*(1.+random(floor(u_time*3.))) ));
float t = u_time*2.+random(blocks_st);
float time_i = floor(t);
float time_f = fract(t);
float block = step(0.9,random(blocks_st+time_i))*(1.0-time_f);
vec2 offset = vec2(block*0.01,block*0.005)+(1.0-grain)*.08;
vec4 color = vec4(1.);
color.r = texture2D(u_tex,st+offset).r;
color.g = texture2D(u_tex,st).r;
color.b = texture2D(u_tex,st-offset).r;
color.a = max(texture2D(u_tex,st+offset).a,max(texture2D(u_tex,st).a, texture2D(u_tex,st-offset).a));
if (block > .5) {
color.rgb = abs(block*grain-color.rgb);
}
color.rgb *= 0.4+sin((st.y*3.1415+u_time)*500.);
gl_FragColor = color;
}

@ -1,77 +0,0 @@
// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.1415926535897932384626433832795
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float random (in vec2 _st) {
return fract(sin(dot(_st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}
vec2 tile(vec2 _st, float _zoom){
_st *= _zoom;
return fract(_st);
}
float circle(vec2 _st, float _radius){
vec2 pos = vec2(0.5)-_st;
_radius *= 0.75;
return 1.-smoothstep(_radius-(_radius*0.01),_radius+(_radius*0.01),dot(pos,pos)*3.14);
}
float box(vec2 _st, vec2 _size){
_size = vec2(0.5)-_size*0.5;
vec2 uv = smoothstep(_size-vec2(0.0001),_size,_st);
uv *= smoothstep(_size-vec2(0.0001),_size,vec2(1.0)-_st);
return uv.x*uv.y;
}
vec3 pattern(inout vec2 st){
st *= 5.0;
st.x += u_time*0.5;
vec3 normal = vec3(0.0);
vec2 ivec = floor(st); // integer
vec2 fvec = fract(st); // fraction
vec2 pos = fvec;
float index = random(ivec);
if(index > 0.5){
normal.x = step(0.5,pos.y)*2.-1.;
normal *= (1.0-vec3(box(fvec,vec2(1.0,0.95))));
} else {
normal.y = step(0.5,pos.x)*2.-1.;
normal *= (1.0-vec3(box(fvec,vec2(0.95,1.))));
}
st = fvec;
return normal;
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 normal = pattern(st);
st = tile(st,2.);
vec2 pos = st-0.5;
float a = atan(pos.y,pos.x);
normal += vec3(cos(a),sin(a),0.)*circle(st,0.4);
normal *= 1.0-circle(st,0.26);
normal.b = 1.0;
gl_FragColor = vec4(normal*0.5+0.5,1.0);
}

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// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
float random(in float x){ return fract(sin(x)*43758.5453); }
float random(in vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); }
float noise(in vec2 x) {
vec2 i = floor(x);
vec2 f = fract(x);
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
float fbm( in vec2 p ){
float s = 0.0;
float m = 0.0;
float a = 0.5;
for(int i=0; i<2; i++ ){
s += a * noise(p);
m += a;
a *= 0.5;
p *= 2.0;
}
return s/m;
}
float bin(vec2 ipos, float n){
float remain = mod(n,33554432.);
for(float i = 0.0; i < 25.0; i++){
if ( floor(i/3.) == ipos.y && mod(i,3.) == ipos.x ) {
return step(1.0,mod(remain,2.));
}
remain = ceil(remain/2.);
}
return 0.0;
}
float char(vec2 st, float n){
st.x = st.x*2.-0.5;
st.y = st.y*1.2-0.1;
vec2 grid = vec2(3.,5.);
vec2 ipos = floor(st*grid);
vec2 fpos = fract(st*grid);
n = floor(mod(n,10.));
float digit = 0.0;
if (n < 1. ) { digit = 31600.; }
else if (n < 2. ) { digit = 9363.0; }
else if (n < 3. ) { digit = 31184.0; }
else if (n < 4. ) { digit = 31208.0; }
else if (n < 5. ) { digit = 23525.0; }
else if (n < 6. ) { digit = 29672.0; }
else if (n < 7. ) { digit = 29680.0; }
else if (n < 8. ) { digit = 31013.0; }
else if (n < 9. ) { digit = 31728.0; }
else if (n < 10. ) { digit = 31717.0; }
float pct = bin(ipos, digit);
vec2 borders = vec2(1.);
// borders *= step(0.01,fpos.x) * step(0.01,fpos.y); // inner
borders *= step(0.0,st)*step(0.0,1.-st); // outer
return step(.5,1.0-pct) * borders.x * borders.y;
}
float grid(vec2 st, float res) {
vec2 grid = fract(st*res);
return 1.-(step(res,grid.x) * step(res,grid.y));
}
float superGrid(vec2 st) {
return 1.*grid(st,0.01) +
0.5*grid(st,0.02) +
0.6*grid(st,0.1);
}
float box(in vec2 st, in vec2 size){
size = vec2(0.5) - size*0.5;
vec2 uv = smoothstep(size,
size+vec2(0.001),
st);
uv *= smoothstep(size,
size+vec2(0.001),
vec2(1.0)-st);
return uv.x*uv.y;
}
float cross(in vec2 st, vec2 size){
return clamp(box(st, vec2(size.x*0.5,size.y*0.125)) +
box(st, vec2(size.y*0.125,size.x*0.5)),0.,1.);
}
void main(){
vec2 st = gl_FragCoord.st/u_resolution.xy;
float aspect = u_resolution.x/u_resolution.y;
vec2 grain_st = st-.5;
vec3 color = vec3(0.0);
float grain = 0.0;
grain = mix(1., 0.8, dot(grain_st,grain_st) + (fbm(gl_FragCoord.xy*0.6)*0.1) );
// Fix Aspect ration
st -= .5;
st.x *= aspect;
// Zoom
st *= 2.8;
// Random blocks
vec2 blocks_st = floor((st-.25)*6.);
float t = u_time*.3+random(blocks_st);
float time_i = floor(t);
float time_f = fract(t);
float block = step(0.9,random(blocks_st+time_i))*(1.0-time_f);
vec2 offset = vec2(block*0.02,block*0.001)+(1.0-grain)*.08;
// Grid
vec2 grid_st = st*300.;
vec3 grid_chroma = vec3(0.0);
grid_chroma.r = superGrid(grid_st+offset*100.);
grid_chroma.g = superGrid(grid_st);
grid_chroma.b = superGrid(grid_st-offset*100.);
color += vec3(0.1,0.08,0.08)*grid_chroma;
// Crosses
vec2 crosses_st = st + .5;
crosses_st *= 3.;
vec2 crosses_st_f = fract(crosses_st);
color *= 1.-cross(crosses_st_f,vec2(.2,.2));
vec3 cross_chroma = vec3(0.0);
cross_chroma.r = cross(crosses_st_f+offset,vec2(.15,.15));
cross_chroma.g = cross(crosses_st_f,vec2(.15,.15));
cross_chroma.b = cross(crosses_st_f-offset,vec2(.15,.15));
color += vec3(.7)*cross_chroma;
// Digits
vec2 digits_st = mod(st*60.,20.);
vec2 digits_st_i = floor(digits_st);
float digits_n = ceil(block*5.);
offset *= 10.;
if (block > 0.0 &&
digits_st_i.y == 1. &&
digits_st_i.x > 0. && digits_st_i.x < digits_n ) {
vec2 digits_st_f = fract(digits_st);
float pct = random(digits_st_i+floor(crosses_st)+floor(u_time*20.));
color.r += block*char(digits_st_f+offset,100.*pct);
color.g += block*char(digits_st_f,100.*pct);
color.b += block*char(digits_st_f-offset,100.*pct);
} else if ( block > 0.0 &&
digits_st_i.y == 2. &&
digits_st_i.x > 0. && digits_st_i.x < digits_n ) {
vec2 digits_st_f = fract(digits_st);
float pct = random(digits_st_i+floor(crosses_st)+floor(u_time*20.));
color.r += block*char(digits_st_f+offset,100.*pct);
color.g += block*char(digits_st_f,100.*pct);
color.b += block*char(digits_st_f-offset,100.*pct);
}
gl_FragColor = vec4( (1.0-color) * grain, 1.0);
}
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