mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-17 21:25:40 +00:00
46 lines
1.2 KiB
GLSL
46 lines
1.2 KiB
GLSL
// By Hang Do Thi Duc ( http://22-8miles.com)
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// For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015
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// Inspired on this work https://vimeo.com/119302847 by Leo Villareal
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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 vec2 u_mouse;
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uniform float u_time;
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void main() {
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vec3 magenta = vec3(0.909, 0.061, 0.982);
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vec3 blue = vec3(0.050, 0.000, 0.600);
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vec3 white = vec3(1.0);
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vec3 interference = vec3(1.0);
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec3 color = magenta;
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vec3 pct = vec3(st.y);
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float sinU = abs(sin(u_time * 0.3));
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float cosU = abs(cos(u_time * 0.1));
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float fff = pow(sin(st.y * 9. * smoothstep(0.8, 0.4, st.y) + sinU + cosU), 5.);
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// added 1. for no black
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interference = vec3(fff, fff, 1.);
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color = mix(interference, blue, sinU);
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color = mix(color, magenta, pow(sin(st.y), 5.) + 0.5);
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// add more blue
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color = mix(color, blue, clamp(sinU + .2, .5, 1.));
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float vert = pow(sin(st.x * PI - PI * 0.53), 10.);
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float hor = pow(sin(st.y * PI - PI * 0.5), 30.);
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color = mix(color, white, vert);
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color = mix(color, white, hor);
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gl_FragColor = vec4(color,1.0);
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} |