Created
July 27, 2021 07:06
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Pixel shader written in GLSL to generate a modulating travelling waves on a circle
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#version 410 core | |
uniform vec2 u_resolution; | |
uniform vec2 u_mouse; | |
uniform float u_time; | |
vec2 random2(vec2 st){ | |
st = vec2( dot(st,vec2(127.1,311.7)), | |
dot(st,vec2(269.5,183.3)) ); | |
return -1.0 + 2.0*fract(sin(st)*43758.5453123); | |
} | |
// Gradient Noise by Inigo Quilez - iq/2013 | |
// https://www.shadertoy.com/view/XdXGW8 | |
float noise(vec2 st) { | |
vec2 i = floor(st); | |
vec2 f = fract(st); | |
vec2 u = f*f*(3.0-2.0*f); | |
return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ), | |
dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x), | |
mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ), | |
dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y); | |
} | |
mat2 rotate2d(float _angle){ | |
return mat2(cos(_angle),-sin(_angle), | |
sin(_angle),cos(_angle)); | |
} | |
float shape(vec2 st, float radius) { | |
st = vec2(0.5)-st; | |
float r = length(st)*2.0; | |
float a = atan(st.y,st.x); | |
float m = abs(mod(a+u_time*2.,3.14*2.)-3.14)/3.6; | |
float f = radius; | |
m += noise(st+u_time*0.1)*.5; | |
a *= 1.+abs(atan(u_time*0.2))*.1; | |
a *= 1.+noise(st+u_time*0.1)*0.1; | |
f += sin(a*50.)*noise(st+u_time*.2)*.1; | |
f += (sin(a*20.)*.1*pow(m,2.)); | |
return 1.-smoothstep(f,f+0.007,r); | |
} | |
float shapeBorder(vec2 st, float radius, float width) { | |
return shape(st,radius)-shape(st,radius-width); | |
} | |
void main() { | |
vec2 st = gl_FragCoord.xy/u_resolution.xy; | |
vec3 color = vec3(1.0) * shapeBorder(st,0.8,0.02); | |
gl_FragColor = vec4( 1.-color, 1.0 ); | |
} | |
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