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thebookofshaders/examples/06/dothh489-villareal.frag

46 lines
1.2 KiB
GLSL

// By Hang Do Thi Duc ( http://22-8miles.com)
// For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015
// Inspired on this work https://vimeo.com/119302847 by Leo Villareal
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
void main() {
vec3 magenta = vec3(0.909, 0.061, 0.982);
vec3 blue = vec3(0.050, 0.000, 0.600);
vec3 white = vec3(1.0);
vec3 interference = vec3(1.0);
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = magenta;
vec3 pct = vec3(st.y);
float sinU = abs(sin(u_time * 0.3));
float cosU = abs(cos(u_time * 0.1));
float fff = pow(sin(st.y * 9. * smoothstep(0.8, 0.4, st.y) + sinU + cosU), 5.);
// added 1. for no black
interference = vec3(fff, fff, 1.);
color = mix(interference, blue, sinU);
color = mix(color, magenta, pow(sin(st.y), 5.) + 0.5);
// add more blue
color = mix(color, blue, clamp(sinU + .2, .5, 1.));
float vert = pow(sin(st.x * PI - PI * 0.53), 10.);
float hor = pow(sin(st.y * PI - PI * 0.5), 30.);
color = mix(color, white, vert);
color = mix(color, white, hor);
gl_FragColor = vec4(color,1.0);
}