View sticker-sheet.glsl
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// http://www.iquilezles.org/www/articles/palettes/palettes.htm | |
// to see this function graphed out go to: https://www.desmos.com/calculator/18rq4ybrru | |
vec3 cosPalette( float t , vec3 brightness, vec3 contrast, vec3 osc, vec3 phase) | |
{ | |
return brightness + contrast*cos( 6.28318*(osc*t+phase) ); | |
} | |
vec3 hsb2rgb(vec3 c) | |
{ |
View checkpoint_2_shaderplace.glsl
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform float u_time; | |
uniform float u_vol; | |
// i copied and pasted these functions from the sticker sheet |
View checkpoint_1_shaderplace.glsl
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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 |
View checkpoint_0_shaderplace.glsl
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform float u_time; | |
uniform float u_vol; | |
void main() { |
View learnWithJason.glsl
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform float u_time; | |
uniform float u_vol; | |
#define PI 3.14 |
View grayAreaDistantWarning.glsl
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// http://www.iquilezles.org/www/articles/palettes/palettes.htm | |
// to see this function graphed out go to: https://www.desmos.com/calculator/18rq4ybrru | |
vec3 cosPalette( float t , vec3 brightness, vec3 contrast, vec3 osc, vec3 phase) | |
{ | |
return brightness + contrast*cos( 6.28318*(osc*t+phase) ); | |
} | |
// Repeat around the origin by a fixed angle. | |
// For easier use, num of repetitions is use to specify the angle. |
View checkpoint_1_theForce.glsl
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// 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() { | |
View unityStickerSheet.shader
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// Tips for converting GLSL functions to Unity functions | |
// vec turn into float (usually massive comand all replace works) | |
// fract -> frac | |
// mod -> modf | |
// time, iTime, u_Time -> _Time.y | |
float3 hsv2rgb(float3 c) { | |
c = float3(c.x, clamp(c.yz, 0.0, 1.0)); | |
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); |
View checkpoint_fundmental_TheForce.glsl
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void main() { | |
vec2 pos = ((gl_FragCoord.xy/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 + time); |
View checkpoint_backbuffer_shaderFundamentals.glsl
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// 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() { | |
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