From d8dc805c4d2b30a453cb24404b4a117ad139f8ff Mon Sep 17 00:00:00 2001 From: Patricio Gonzalez Vivo Date: Tue, 6 Oct 2015 16:24:33 -0400 Subject: [PATCH] adding grids and glitch effect --- 10/tmp/glitch.sh | 13 +++ 10/tmp/img-glitch.frag | 71 ++++++++++++++++ 10/tmp/lego-pattern.frag | 77 ----------------- 10/tmp/numered-grid.frag | 178 +++++++++++++++++++++++++++++++++++++++ 4 files changed, 262 insertions(+), 77 deletions(-) create mode 100755 10/tmp/glitch.sh create mode 100644 10/tmp/img-glitch.frag delete mode 100644 10/tmp/lego-pattern.frag create mode 100644 10/tmp/numered-grid.frag diff --git a/10/tmp/glitch.sh b/10/tmp/glitch.sh new file mode 100755 index 0000000..e3982f4 --- /dev/null +++ b/10/tmp/glitch.sh @@ -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 diff --git a/10/tmp/img-glitch.frag b/10/tmp/img-glitch.frag new file mode 100644 index 0000000..e3def29 --- /dev/null +++ b/10/tmp/img-glitch.frag @@ -0,0 +1,71 @@ +// 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; +} \ No newline at end of file diff --git a/10/tmp/lego-pattern.frag b/10/tmp/lego-pattern.frag deleted file mode 100644 index 5f7aef9..0000000 --- a/10/tmp/lego-pattern.frag +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/10/tmp/numered-grid.frag b/10/tmp/numered-grid.frag new file mode 100644 index 0000000..dadf9b8 --- /dev/null +++ b/10/tmp/numered-grid.frag @@ -0,0 +1,178 @@ +// 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); +} \ No newline at end of file