/
012_circle_dip.frag
265 lines (205 loc) · 6.52 KB
/
012_circle_dip.frag
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/*
daily: 012
author: Will Stallwood
insta: https://www.instagram.com/willstall/
*/
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
#define HALF_PI 1.57079632675
#define TWO_PI 6.283185307
uniform float u_float;
uniform vec2 u_vec2;
uniform vec3 u_vec3;
uniform vec4 u_vec4;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 random2( vec2 p ) {
return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
}
float random( in vec2 st )
{
return fract( sin( dot(st.xy, vec2(-30.950,-10.810) )) * 43758.5453123 );
}
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
// Smooth Interpolation
// Cubic Hermine Curve. Same as SmoothStep()
vec2 u = f*f*(3.0-2.0*f);
// u = smoothstep(0.,1.,f);
// Mix 4 coorners percentages
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
float fbm(vec2 st, vec3 powers, float scale)
{
st /= scale;
float d = noise(st)*scale;
d += noise(st+powers.x)*scale;
d += noise(st+powers.y)*scale;
d += noise(st+powers.z)*scale;
// d /= 3.0;
d *= .33;
return d;
}
mat2 rotate(float angle)
{
return mat2( cos(angle),-sin(angle),sin(angle),cos(angle) );
}
float sdBox( in vec2 p, in vec2 b )
{
vec2 d = abs(p)-b;
return length(max(d,vec2(0))) + min(max(d.x,d.y),0.0);
}
// float sdEquilateralTriangle( in vec2 p )
// {
// float k = sqrt(3.0);
// p.x = abs(p.x) - 1.0;
// p.y = p.y + 1.0/k;
// if( p.x + k*p.y > 0.0 ) p = vec2( p.x - k*p.y, -k*p.x - p.y )/2.0;
// p.x -= clamp( p.x, -2.0, 0.0 );
// return -length(p)*sign(p.y);
// }
vec2 center(vec2 st)
{
float aspect = u_resolution.x/u_resolution.y;
st.x = st.x * aspect - aspect * 0.5 + 0.5;
return st;
}
vec3 debugSdf(float sdf, bool full)
{
vec3 color = vec3(1.0) - sign(sdf)*vec3(0.1,0.4,0.7);
if(full)
{
color *= 1.0 - exp(-2.0*abs(sdf));
color *= 0.89 + .5*cos(80.0*sdf);
color = mix( color, vec3(1.0), 1.0-smoothstep(0.0,0.01,abs(sdf)) );
}
return color;
}
float sdf_iso_lines(float sdf,float amt,float size, float ratio)
{
// float amt = 0.02;
// float size = 0.01;
float half_amt = amt * .5;
float m_size = 0.01;
float minor = abs(fract(sdf/amt + 0.5)-0.5)*1.0;
float major = abs(fract(sdf/(amt*ratio) + 0.5)-0.5)*1.0;
minor = smoothstep(half_amt-size,half_amt+size,minor);
major = smoothstep(amt*ratio-size,amt*ratio+size,major);
float t = major*minor;
return t;
}
float scene(vec2 st)
{
// pos.y += 0.3;
// repeat pos
// vec2 rep = vec2(0.25,0.25);
// rep = mod(pos,rep)-0.5*rep;
//sdf
float t = u_time/30.0 * 10.0;
vec2 pos = st-vec2(0.5);
pos.y += .09;
float fade =fract(pos.y);
float offset = .35 * sin(TWO_PI * t);
float circ = length(pos+vec2(0.0,-.3+offset))-.1;
float tri = 0.0;//sdEquilateralTriangle((pos-vec2(0.0,-0.045))/.2)*.2;
tri = circ-.12+0.03*fade*sin(TWO_PI * t);
float box = sdBox(vec2(st.x,st.y),vec2(3.0,pow(0.07,st.y))*sin(st.y*1000.0)+.2);
// 1.0-pow(0.5-st.y,0.5);
float jitter = 0.5-0.5*sin(pos.y*500.0)-.12;
float fBox = sdBox(pos-vec2(0.0,-0.25),vec2(.5,.25));
t = sin(TWO_PI * t);
float n = fbm(pos+sin(t),vec3(t*0.4,t*1.4,-t*3.3),0.21);//noise(pos/.13+u_time*3.33)*.13;//*noise(pos)*noise(pos+vec2(3.0,5.0)))/3.0;
// n = smoothstep(0.0,0.0,st.y);
float d = tri;
// t = fade;
float top = max(tri,-fBox);
float m_top = min(top-(n*pow(fade*2.9,3.5))*fade*3.0,top);
float bottom = max(tri,fBox);
// bottom = max(bottom,-fade);
// d = max(tri-pow(st.y,0.5-n),-fBox);
// d = max(-top,-bottom);
// d = d / top;
// jitter = smoothstep(0.0,0.4,pow(jitter,fade*.5));
jitter = jitter*pos.y*fade;
// jitter = jitter*pow(fade,pos.y*.01);
// jitter *= 0.5-0.5*sin(jitter*TWO_PI)-.3;
// jitter = pow(jitter,1.1);
// jitter *= abs(sin(jitter)-0.2*jitter);
// jitter *= sin(fade*offset*TWO_PI)-.3;
jitter *= min(circ,fade)-(pos.y*fade)*3.0;
jitter = smoothstep(0.0,0.99,jitter);
// jitter = pow(fade,1000.0); // give us a decent fade to work with the bottom
// jitter = sin(pos.y*500.0)*d;
// jitter = smoothstep(0.0,5.0,0.01-jitter);
d = mix(top,m_top,0.3+fade);
d = min(d,fBox);
d = max(d,-max(bottom,-jitter*5.0));
// d = pow(fade,8.0); // give us a decent fade to work with the bottom
// d = sin(pos.y*300.0)*d;
// d = box;
// d = jitter;
// d = step(0.0001,d);
// d = sign(d);
return d;
}
void main() {
vec2 st = gl_FragCoord.xy / u_resolution.xy;
st = center( st );
// st *= 2.0 - 1.0;
// st *= 2.0;
vec2 fPos = fract(st);
vec2 iPos = floor(st);
// if(iPos == vec2(0.0))
// {
// st = st - 4.0;
// }else if(iPos == vec2(0.0,1.0))
// {
// st = vec2(0.0);
// }
float d = scene(st);
// d *= 1.0-mod(st.y,1.0);
// d = smoothstep(0.0,0.001,d);
// float t = u_time * 1.33;
// float offsetStrength = 2.0;
// vec2 pos = vec2(
// fPos.x-offsetStrength*sin(t),
// fPos.y-offsetStrength*cos(t)
// );
// pos += vec2(33.0,10.1);
// const int SHADES = 4;
// float s_f = 1.0/float(SHADES);
// float s = 1.0;
// float aa = .001 * cos(HALF_PI+t);
// // float r = .01 * noise(pos);
// for( int i = 0; i < SHADES;i++)
// {
// float degree = float(i)/float(SHADES);
// // s -= smoothstep(.0+degree,.01+degree,d*s_f);
// // s -= smoothstep(.0+d*s_f,.01+d*s_f,d*s);
// s -= step(aa/d,d*degree)*s_f;
// }
vec3 color = vec3(1.0);
// color = vec3(1.0) * d;
// color += pow(fPos.y-.5,.3); // cool way to get nice gradient in center of screen
// color += pow(fPos.y-.25,.3);
// color = vec3(1.0) * smoothstep(0.0,0.0001,d * pow(fPos.y-.41,0.13)+.01);// * pow(fPos.y-.41,.3)+.3;
// d *= -(pow(fPos.y-.41,0.13)+.01)*0.001;
d = smoothstep(0.0,0.0001,d);
d = mix(d,0.1,pow(fPos.y-.41,0.43)+.005 + random(st) *.03 );
d = smoothstep(0.0,0.5,d);
color = mix(color,vec3(0.05),1.0-d);
// color += smoothstep(0.0,0.0001,d * pow(fPos.y-.41,0.13)+.01);
// color = mix(color,debugSdf(d,true),1.0);
gl_FragColor = vec4(color, 1.0);
}