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thebookofshaders/examples/06/mahau289-villareal2.frag

61 lines
1.7 KiB
GLSL

// By Udit Mahajan ( uditmahajan.com / @mahajan_udit )
// 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 vec2 u_mouse;
uniform float u_time;
vec3 colorTopBot = vec3(0.91,0.5,0.24); //91% 5% 24%
vec3 colorOne = vec3(1.);//44% 41% 99%
vec3 colorTwo = vec3(.55, .18, .36);//55% 18% 26%
vec3 colorThree = vec3(.06, .15, .55); //46% 15% 15%
vec3 colorFour = vec3(.03, .2, .59);// 39% 20% 19%
// Function from Iñigo Quiles
// www.iquilezles.org/www/articles/functions/functions.htm
float pcurve( float x, float a, float b ){
float k = pow(a+b,a) / (pow(a,a)*pow(b,b));
return k * pow( x, a ) * pow( 1.0-x, b );
}
float plot(vec2 st, float pct){
return smoothstep( pct-0.02, pct, st.y) -
smoothstep( pct, pct+0.02, st.y);
}
float plot1(vec2 st, float pct){
return step( pct-0.02, st.x) -
step( pct+0.02, st.x);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
float y = pcurve(st.x, 1., 1.);
float lines = step(0.25,sin(st.x*(3.14)*23.0));
float y1 = pcurve(st.x, abs(sin(u_time/2.)), 1.);
float y2 = pcurve(st.x, abs(cos(u_time/5.))*10., 1.);
float y3= pcurve(st.x, abs(sin(u_time/7.))*5., 1.);
float y4= pcurve(st.x, abs(mod(u_time/17., 10.))*5., 1.);
vec3 color = vec3(1.);
float pct = plot1(st,y);
color = mix(color, colorTopBot, y);
color = mix(color, colorTwo, y1);
color = mix(color, colorThree, y2);
color = mix(color, colorFour, y3);
color = mix(color, colorOne, lines);
gl_FragColor = vec4(color,1.0);
}