Repository navigation
Expand file tree
/
Copy path020_zig_circle.frag
More file actions
256 lines (193 loc) · 6.15 KB
/
Copy path020_zig_circle.frag
File metadata and controls
256 lines (193 loc) · 6.15 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
/*
daily: 020
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; // defaults to 0
uniform vec2 u_vec2;
uniform vec3 u_vec3;
uniform vec4 u_vec4;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D u_texture_5;
uniform vec2 u_texture_5Resolution;
float random( in vec2 st )
{
return fract( sin( dot(st.xy, vec2(-30.950,-10.810) )) * 43758.5453123 );
}
float round_merge(float shape1, float shape2, float radius){
vec2 intersectionSpace = vec2(shape1 - radius, shape2 - radius);
intersectionSpace = min(intersectionSpace, 0.0);
float insideDistance = -length(intersectionSpace);
float simpleUnion = min(shape1, shape2);
float outsideDistance = max(simpleUnion, radius);
return insideDistance + outsideDistance;
}
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;
}
vec3 palette(float t,vec3 a,vec3 b,vec3 c,vec3 d )
{
return a + b * cos( TWO_PI * (c*t+d));
}
vec3 colorize(float d,float t,vec3 base)
{
return palette(d+t,base,
vec3(0.5,0.5,0.5),
vec3(0.5,0.5,0.5),
vec3(0.0,.1,0.2));
}
vec3 colorize(float d,float t)
{
return palette(d+t,vec3(0.5),
vec3(0.5,0.5,0.5),
vec3(0.5,0.5,0.5),
vec3(0.0,.1,0.2));
}
float cubicPulse( float c, float w, float x )
{
x = abs(x - c);
if( x>w ) return 0.0;
x /= w;
return 1.0 - x*x*(3.0-2.0*x);
}
float parabola( float x, float k )
{
return pow( 4.0*x*(1.0-x), k );
}
mat2 rotate(float angle)
{
return mat2( cos(angle),-sin(angle),sin(angle),cos(angle) );
}
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 zig(vec2 st, float scale, float t, float rotation)
{
st = st * 2.0 - 1.0;
st *= scale;
st *= rotate(rotation);
// st.y += noise(st-.06)*2.13;
st += t;
float y_offset = 0.5;
vec3 sdf = vec3(1.0);
sdf.x = st.y - floor(st.x) - y_offset;
sdf.y = st.x - floor(st.y - y_offset) - 1.0;
sdf.z = max(sdf.x,sdf.y);
// sdf.z = step(0.35,sdf.z);
return sdf;
}
vec3 rgb2hsb( in vec3 c ){
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz),
vec4(c.gb, K.xy),
step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r),
vec4(c.r, p.yzx),
step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)),
d / (q.x + e),
q.x);
}
vec3 hsb2rgb( in vec3 c ){
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
6.0)-3.0)-1.0,
0.0,
1.0 );
rgb = rgb*rgb*(3.0-2.0*rgb);
return c.z * mix(vec3(1.0), rgb, c.y);
}
void main() {
// timing, if using cos+sin times are doubled
float seconds = 5.0;
float t = fract(u_time/seconds);
// space
vec2 st = gl_FragCoord.xy / u_resolution.xy;
st = center( st );
// st = st * 2.0 - 1.0;
// st *= 3.0;
// st *= rotate(PI*.25);
// st += u_time;
// float y_offset = 0.5;
vec3 sdf = vec3(1.0);
sdf.x = zig(st,.5,t,PI*.25).z;
sdf.y = zig(st,.75,t*2.0,PI*.25).z;
sdf.z = zig(st,1.0,t*3.0,PI*.25).z;
// sdf.x = sdf.x*sdf.y*sdf.z*.33;
// sdf.x = round_merge(sdf.x,sdf.y,.83);
// sdf = smoothstep(-0.25,0.25,sdf);
// sdf = smoothstep(-0.25,0.25,sdf);
vec2 sizing = vec2(dot(st.x,st.y)*3.0,sin(TWO_PI*t));
float size = noise(sizing*1.);
// size = 0.1;
// float d = step(0.3,(sdf.x+sdf.y+sdf.z) / 2.0);
float c = length(st-.5) - .1;
// c = fract(c*3.0);
vec3 d = vec3(0.0);
d.x = step(0.5*size,sdf.x);
d.y = step(0.5*size,sdf.y);
d.z = step(0.5*size,sdf.z);
d = max(d,step(0.13+0.03*sin(TWO_PI*t),c)); // circle cut out
// d.y = d.x;
// d.y = step(0.3,(sdf.x+sdf.y+sdf.z) / 2.0);
// d.z = step(0.6,max(-sdf.x,sdf.z));
// sdf = smoothstep(0.3,.301,sdf);
sdf = smoothstep(0.3,.301,sdf);
float phase = sin(TWO_PI*t);//u_time*1.33;
// sdf.x = colorize(sdf.x, phase).z;
// sdf.y = colorize(sdf.y, phase + TWO_PI*.33).x;
// sdf.z = colorize(sdf.z, phase + TWO_PI*.66).x;
// sdf.x = st.y - floor(st.x) - y_offset;
// sdf.y = st.x - floor(st.y - y_offset) - 1.0;
// sdf.z = max(sdf.x,sdf.y);
// sdf.z = step(0.35,sdf.z);
// color
vec3 color = vec3(0.07);
color = mix(color,vec3(0.24), sdf.y);
color = mix(color,vec3(0.2), sdf.x);
// color = mix(color,vec3(1.0), sdf.z);
// color = mix(color,sdf,1.0-d.x);
// color = vec3(0.0, 0.0, .125);
color = mix(color,vec3(.1),1.0-sdf);
color = mix(color,vec3(1.0),1.0-d);
// color = colorize(5.5,sin(TWO_PI*t),color);
color /= hsb2rgb(color)*4.0;
// color = hsb2rgb(color);
// color += vec3(2.0,2.0,1.0);
color *= vec3(30.0,1.,1.7);
// color *= u_vec3 * 30.0;
// color /= vec3(2.0,2.0,1.0);
// color *= 3.0;
// color = mix(color,vec3(st.x, st.y, .5),1.0-color);
// color -= length(st-.5)- .915; * (random(st)*.125);
color -= length(st-.5) - .395 + .1* (random(st)*.125);
// color = mix(color,vec3(1.0), sdf);
// color = mix(color,vec3(1.0), smoothstep(0.0,0.001,sdf.x));
gl_FragColor = vec4(color, 1.0);
}