thebookofshaders/examples/06/wangl073-villareal.frag
Patricio Gonzalez Vivo 7c156e0de3 adding students work
2015-10-02 16:16:03 -04:00

70 lines
1.8 KiB
GLSL

// By Luobin Wang ( @peterobbin )
// For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015
// Inspired on Leo Villareal work
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
#define PI 3.14159265359
float easeInOutQuint(float t, float b, float c, float d) {
t /= d/2.0;
if (t < 1.0) return c/2.0*t*t*t*t*t + b;
t -= 2.0;
return c/2.0*(t*t*t*t*t + 2.0) + b;
}
float plot (vec2 st, float pct){
return smoothstep( pct-0.01, pct, st.y) -
smoothstep( pct, pct+0.01, st.y);
}
vec3 rgbNormalizer(vec3 color){
float r = color.r;
float g = color.g;
float b = color.b;
return vec3((r + 1.0)/256.0 , (g + 1.0)/256.0 , (b + 1.0)/256.0 );
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0);
vec3 pct = vec3(st.y);
vec3 colorWhite = rgbNormalizer(vec3(141.0, 122.0, 79.0));
vec3 colorBlue = rgbNormalizer(vec3(200.0, 100.0, 100.0));
float cosT = cos(u_time * 0.05 ) * 2.0 ;
float sinT = sin(u_time * 0.05 ) * 2.0 ;
vec2 toCenter = vec2(0.5) - st;
float angle = atan(toCenter.y, toCenter.x);
float radius = length(toCenter) * 2.0;
color = mix(color,rgbNormalizer(vec3(2.0,6.0,89.0)), 1.0);
float frameBlack = sin(radius*PI*9.0)* 0.2 + 0.8;
color = mix(color,rgbNormalizer(vec3(4.0,13.0,191.0)), frameBlack);
float frameV = smoothstep(0.6, 0.0, abs(sin(radius*PI* 0.2 - sinT * 2.0)));
vec3 colorV = mix(color,rgbNormalizer(vec3(108.0,41.0,41.0)), frameV);
color += colorV;
float frameV2 = smoothstep(0.6, 0.0, abs(sin(radius*PI* 0.1 - 2.0 - sinT * 2.0))) ;
vec3 colorV2 = mix(color,rgbNormalizer(vec3(178.0,156.0,233.0)), frameV2);
color += colorV2;
gl_FragColor = vec4(color,1.0);
}