Created
November 13, 2022 16:01
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform float u_time; | |
uniform float u_vol; | |
// http://www.iquilezles.org/www/articles/palettes/palettes.htm | |
// to see this function graphed out go to: https://www.desmos.com/calculator/rz7abjujdj | |
vec3 cosPalette( float t , vec3 brightness, vec3 contrast, vec3 osc, vec3 phase) | |
{ | |
return brightness + contrast*cos( 6.28318*(osc*t+phase) ); | |
} | |
void main() { | |
vec2 pos = ((gl_FragCoord.xy/u_resolution) - 0.5)*2.0; // origin is in center | |
// who remembers SOH CAH TOA ? | |
// tan, given an angle will return the ratio | |
// so if we only have the ratio of position | |
// we use atan to get the angle | |
float angle = atan(pos.y,pos.x); | |
float r = sin(angle + u_time); | |
// sin returns a number from -1 to 1, and colors are from 0 to 1, so thats | |
// why you only see red on the screen half the time. the angle goes around | |
// the screen, adding time moves it clockwise | |
float ringFrequency = 5.; // making this number bigger will increase frequency | |
float g = cos(length(pos*ringFrequency) - u_time); | |
// the distance (aka length) from the center put in a cos, time moves the | |
// circles in. | |
float b = cos(angle+ cos(length(pos*ringFrequency *3.))); | |
// this combines what we learned in the red and green channels | |
// angle is going through a cos and so is the length, so we see the | |
// blue channel oscillating in both dimensions the polar coordinates give us | |
// please play around with these numbers to get a better palette | |
vec3 brightness = vec3(0.8); | |
vec3 contrast = vec3(0.2); | |
vec3 osc = vec3(r); | |
vec3 phase = vec3(g, cos(u_time/23.), sin(u_time/31.)); | |
vec3 color = cosPalette(b, brightness, contrast, osc, phase); | |
gl_FragColor = vec4(color,1.); | |
} |
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