mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-17 21:25:40 +00:00
75 lines
2.4 KiB
GLSL
75 lines
2.4 KiB
GLSL
// By Luobin Wang ( @peterobbin )
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// For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015
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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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#define PI 3.14159265
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float scope(float x, float y, float x2, float y2, float scale, float blurriness){
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vec2 st = gl_FragCoord.xy/u_resolution;
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float pct = 0.0;
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pct = 1.0 - distance(st,vec2(x, y)) * 2.0 * scale;
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pct = min(distance(st,vec2(x, y)),distance(st,vec2(x, y))) * scale;
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pct *= pow(1.0 - distance(st,vec2(x2, y2)), 4.0 * distance(st,vec2(x2, y2 ))) ;
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pct = smoothstep(0.2, 0.2 + blurriness , pct);
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return pct;
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}
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vec3 rgbNormalizer(vec3 color){
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float r = color.r;
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float g = color.g;
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float b = color.b;
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return vec3((r + 1.0)/256.0 , (g + 1.0)/256.0 , (b + 1.0)/256.0 );
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}
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution;
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float sinT = sin(u_time * PI) * 0.5 + 0.5;
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float cosT = cos(u_time * PI) * 0.5 + 0.5;
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float sinC = sin(u_time * PI) * 0.2 + 0.2;
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float cosC = cos(u_time * PI) * 0.2 + 0.2;
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float sinC2 = sin(u_time * PI + 2.0) * 0.2 + 0.2;
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float cosC2 = cos(u_time * PI + 2.0) * 0.2 + 0.2;
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float sinC3 = sin(u_time * PI + 4.0) * 0.2 + 0.2;
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float cosC3 = cos(u_time * PI + 4.0) * 0.2 + 0.2;
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float sinBeat = smoothstep(0.7, 0.9, sin(u_time * PI) * 0.5 + 0.5);
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float cosBeat = smoothstep(0.7, 0.9, cos(u_time * PI) * 0.5 + 0.5);
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vec3 color = vec3(0.0);
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// a. The DISTANCE from the pixel to the center
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// b. The LENGTH of the vector
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// from the pixel to the center
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// vec2 toCenter = vec2(0.5)-st;
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// pct = length(toCenter);
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// c. The SQUARE ROOT of the vector
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// from the pixel to the center
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// vec2 tC = vec2(0.5)-st;
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// pct = sqrt(tC.x*tC.x+tC.y*tC.y);
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vec3 circleMask = vec3(scope(sinC + 0.3 , cosC + 0.3 , cosC + 0.3 , sinC + 0.3 ,1.0 / sinT , 0.2 ));
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color = mix(color, vec3(0.5 + 0.5 , 0.0, 0.0), circleMask);
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vec3 circle2Mask = vec3(scope(sinC2 + 0.3 , cosC2 + 0.3 , cosC2 + 0.3 , sinC2 + 0.3 ,1.0 / sinT, 0.2 ));
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vec3 colorC2 = mix(color, vec3(0.0 , 1.0, 0.0), circle2Mask);
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color += colorC2;
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vec3 circle3Mask = vec3(scope(sinC3 + 0.3 , cosC3 + 0.3 , cosC3 + 0.3 , sinC3 + 0.3 ,1.0 / sinT, 0.2 ));
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vec3 colorC3 = mix(color, vec3(0.0 , 0.0, 1.0), circle3Mask);
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color += colorC3;
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gl_FragColor = vec4( color, 1.0 );
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} |