mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
92 lines
1.9 KiB
GLSL
92 lines
1.9 KiB
GLSL
// Author: tsone
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// https://www.shadertoy.com/view/Mdf3Dn
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define DOTSIZE 1.48
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#define D2R(d) radians(d)
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#define MIN_S 07.5
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#define MAX_S 15.0
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#define SPEED 0.3
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#define SST 0.888
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#define SSQ 0.288
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uniform sampler2D u_tex0;
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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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vec2 ORIGIN = 0.5*u_resolution.xy;
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float S = MIN_S+(MAX_S-MIN_S)*(0.5-0.5*cos(SPEED*u_time));
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float R = SPEED*0.333*u_time;
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vec4 rgb2cmyki (in vec4 c) {
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float k = max(max(c.r,c.g),c.b);
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return min(vec4(c.rgb/k,k),1.0);
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}
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vec4 cmyki2rgb (in vec4 c) {
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return vec4(c.rgb*c.a,1.0);
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}
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vec2 px2uv (in vec2 px) {
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return vec2(px/(u_resolution.xy*vec2(1.0,2.0))-vec2(1.0,0.0) );
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}
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vec2 grid (in vec2 px) {
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return px-mod(px,S);
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}
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vec4 ss(in vec4 v) {
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return smoothstep(SST-SSQ,SST+SSQ,v);
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}
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vec4 halftone (in vec2 fc,in mat2 m) {
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vec2 smp = (grid(m*fc)+0.5*S)*m;
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float s = min(length(fc-smp)/(DOTSIZE*0.5*S),1.0);
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vec4 c = rgb2cmyki(texture2D(u_tex0,px2uv(smp+ORIGIN)));
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return c+s;
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}
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mat2 rotm (in float r) {
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float cr = cos(r);
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float sr = sin(r);
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return mat2(
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cr,-sr,
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sr,cr
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);
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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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if (st.x > 0.5) {
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R = 3.14-(u_mouse.y/u_resolution.y)*(3.14/180.);
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S = 12.0-(u_mouse.x/u_resolution.x)*7.0;
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vec2 fc = gl_FragCoord.xy*2.0-ORIGIN;
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mat2 mc = rotm(R+D2R(15.0));
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mat2 mm = rotm(R+D2R(75.0));
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mat2 my = rotm(R);
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mat2 mk = rotm(R+D2R(45.0));
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float k = halftone(fc,mk).a;
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vec4 c = cmyki2rgb(ss(vec4(
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halftone(fc,mc).r,
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halftone(fc,mm).g,
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halftone(fc,my).b,
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halftone(fc,mk).a
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)));
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gl_FragColor = c;
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} else {
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st = vec2(st.x,st.y*0.5)*2.0;
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gl_FragColor = texture2D(u_tex0,st);
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}
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}
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