mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-08 01:10:27 +00:00
51 lines
1.3 KiB
GLSL
51 lines
1.3 KiB
GLSL
// By Tyler Henry ( http://tylerhenry.com )
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// For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015
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// William Turner sunset color spectrum
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI 3.14159265359
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uniform vec2 u_resolution;
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uniform float u_time;
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vec3 color0 = vec3(0.980,0.820,0.373);
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vec3 color1 = vec3(0.941,0.584,0.243);
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vec3 color2 = vec3(0.800,0.345,0.122);
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vec3 color3 = vec3(0.620,0.255,0.102);
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vec3 color4 = vec3(0.345,0.345,0.478);
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float trans(float x, float p, float w){
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//x = input, p = peak in x, w = width
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return (smoothstep(p-(w*0.5),p,x)+smoothstep(p+(0.5*w),p,x))-1.0;
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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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st.y = 1.0 - st.y; //invert y
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vec3 color = vec3(0.0);
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float pct0 = trans(st.y, 0.0, 1.5); //input x, peak, width
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float pct1 = trans(st.y, 0.5, 1.);
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float pct2 = trans(st.y, 0.6, 0.8);
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float pct3 = trans(st.y, 0.7, 1.);
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float pct4 = trans(st.y, 1.0, 1.);
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// Mix uses pct (a value from 0-1) to
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// mix the two colors
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color = mix(vec3(0.0), color0, pct0);
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color = mix(color, color1, pct1);
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color = mix(color, color2, pct2);
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color = mix(color, color3, pct3);
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color = mix(color, color4, pct4);
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gl_FragColor = vec4(color, 1.0);
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} |