diff options
| author | Miguel <m.i@gmx.at> | 2025-01-18 23:42:15 +0100 |
|---|---|---|
| committer | Miguel <m.i@gmx.at> | 2025-01-18 23:42:15 +0100 |
| commit | cb1ad9f907a879a4402bcd121502f5e74aedd2f9 (patch) | |
| tree | 18f1838b1c93b0728c2e13025c8929efdf9c856c /shaders | |
| parent | 950f6305fa70bd8c8e6acbac55cb33d23954207d (diff) | |
cleanup and some tiny experiments
Diffstat (limited to 'shaders')
| -rw-r--r-- | shaders/shader.frag | 48 | ||||
| -rw-r--r-- | shaders/shader.vert | 16 |
2 files changed, 59 insertions, 5 deletions
diff --git a/shaders/shader.frag b/shaders/shader.frag index 7c5b0e7..7566a89 100644 --- a/shaders/shader.frag +++ b/shaders/shader.frag @@ -4,6 +4,52 @@ layout(location = 0) in vec3 fragColor; layout(location = 0) out vec4 outColor; +vec4 mainImage(); + void main() { - outColor = vec4(fragColor, 1.0); + if(mod (gl_FragCoord.x,3.0) < 1 && mod(gl_FragCoord.y,2.0) > 1) + outColor = vec4(1,1,1,1.0); + else + outColor = mainImage(); //vec4(fragColor, 1.0); + +} + + +// https://www.shadertoy.com/view/WdsGzM + +#define PI 3.14159265359 + +vec2 rotate2d(vec2 uv,float _angle){return mat2(cos(_angle),-sin(_angle),sin(_angle),cos(_angle)) * uv;} +vec2 scale2d(vec2 uv,float _scale){return uv * mat2(_scale,0.0,0.0,_scale);} + +float random (vec2 st) { + return fract(sin(dot(st.xy,vec2(20.,100.)))*10000.); +} + +vec4 mainImage() +{ + vec2 fragCoord; + fragCoord.x=gl_FragCoord.x; + fragCoord.y=gl_FragCoord.y; + int iTime = 0; + vec2 iResolution = vec2(800,600); + + /// + vec2 uv = fragCoord/iResolution.xy; + uv.x *= iResolution.x / iResolution.y; + uv=rotate2d(uv,1.+fract(iTime*0.02)*2.*PI); + uv*=5.+0.4*sin(iTime/2.); + + + vec2 pos = vec2(0.5)-fract(uv); + pos=rotate2d(pos,fract(iTime*0.4+random(floor(uv)))*2.*PI); + pos=scale2d(pos,0.5+sin(random(uv+fract(iTime)*2.*PI))); + + + float r = length(pos)*2.0; + float a = atan(pos.y,pos.x); + float f = smoothstep(-.0,1., cos(a*max(3.,floor(abs(uv.x))*floor(abs(uv.y)))))*0.3+0.5; + vec3 color = vec3( 1.-smoothstep(f,f+0.02,r) ); + return vec4(color*vec3(0.1,0.5*random(floor(uv)),0.8+0.1*sin(2.*PI*fract(iTime*0.3))),1.0); + } diff --git a/shaders/shader.vert b/shaders/shader.vert index f5b2f8d..e8c6a28 100644 --- a/shaders/shader.vert +++ b/shaders/shader.vert @@ -2,16 +2,24 @@ layout(location = 0) out vec3 fragColor; -vec2 positions[3] = vec2[]( +vec2 positions[6] = vec2[]( vec2(0.0, -0.5), vec2(0.5, 0.5), - vec2(-0.5, 0.5) + vec2(-0.5, 0.5), + + vec2(0, -1), + vec2(1, -1), + vec2(1, 1) ); -vec3 colors[3] = vec3[]( +vec3 colors[6] = vec3[]( vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), - vec3(0.0, 0.0, 1.0) + vec3(0.0, 0.0, 1.0), + + vec3(0.0, 1.0, 1.0), + vec3(0.0, 1.0, 1.0), + vec3(0.0, 1.0, 1.0) ); void main() { |
