mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
64 lines
1.7 KiB
GLSL
64 lines
1.7 KiB
GLSL
// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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// My own port of this processing code by @beesandbombs
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// https://dribbble.com/shots/1696376-Circle-wave
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#ifdef GL_ES
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precision mediump float;
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#endif
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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 random2(vec2 st){
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st = vec2( dot(st,vec2(127.1,311.7)),
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dot(st,vec2(269.5,183.3)) );
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return -1.0 + 2.0*fract(sin(st)*43758.5453123);
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}
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// Value Noise by Inigo Quilez - iq/2013
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// https://www.shadertoy.com/view/lsf3WH
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float noise(vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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vec2 u = f*f*(3.0-2.0*f);
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return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ),
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dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x),
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mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ),
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dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y);
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}
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mat2 rotate2d(float _angle){
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return mat2(cos(_angle),-sin(_angle),
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sin(_angle),cos(_angle));
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}
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float shape(vec2 st, float radius) {
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st = vec2(0.5)-st;
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float r = length(st)*2.0;
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float a = atan(st.y,st.x);
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float m = abs(mod(a+u_time*2.,3.14*2.)-3.14)/3.6;
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float f = radius;
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m += noise(st+u_time*0.1)*.5;
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// a *= 1.+abs(atan(u_time*0.2))*.1;
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// a *= 1.+noise(st+u_time*0.1)*0.1;
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f += sin(a*50.)*noise(st+u_time*.2)*.1;
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f += (sin(a*20.)*.1*pow(m,2.));
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return 1.-smoothstep(f,f+0.007,r);
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}
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float shapeBorder(vec2 st, float radius, float width) {
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return shape(st,radius)-shape(st,radius-width);
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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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vec3 color = vec3(1.0) * shapeBorder(st,0.8,0.02);
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gl_FragColor = vec4( 1.-color, 1.0 );
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}
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