Created
March 16, 2023 20:33
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shader for phone
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#ifdef GL_FRAGMENT_PRECISION_HIGH | |
precision highp float; | |
#else | |
precision mediump float; | |
#endif | |
uniform vec2 resolution; | |
uniform float time; | |
uniform vec4 mouse; | |
uniform vec4 date; | |
//const float speed = 5.0; | |
//const vec3 top = vec3(0.18, 0.81, 0.92); | |
//const vec3 bottom = vec3(1.094, 0.0, 0.424); | |
const float widthFactor = 2.0; | |
vec3 calcSine(vec2 uv, float speed, | |
float frequency, float amplitude, float shift, float offset, | |
vec3 color, float width, float exponent, bool dir) | |
{ | |
float angle = time * speed + 2.0 * frequency * -1.0 + (shift + uv.x) * 2.0; | |
float y = sin(angle) * amplitude + offset; | |
float clampY = clamp(0.0, y, y) + 13.0; | |
float diffY = y * uv.y; | |
float dsqr = distance(y, uv.y); | |
float scale = 0.0; | |
if(dir && diffY > 0.0) | |
{ | |
dsqr = dsqr * 4.0; | |
} | |
else if(!dir && diffY < 0.0) | |
{ | |
dsqr = dsqr * 4.0; | |
} | |
scale = pow(smoothstep(width * widthFactor, 0.0, dsqr), exponent); | |
return min(color * scale, color); | |
} | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
vec3 top = vec3(0.08, 0.0, 1.0); | |
vec3 bottom = vec3(0.50, 0.0, 0.0); | |
vec2 uv = fragCoord.yx / resolution.yx; | |
vec3 color = vec3(mix(bottom, top, uv.x)); | |
color += calcSine(uv, 0.2, 0.20, 0.2, 0.0, 0.5, vec3(1.0, 0.3, 0.3), 0.1, 15.0,false); | |
color += calcSine(uv, 0.4, 0.40, 0.5, 0.0, 0.5, vec3(0.3, 0.3, 0.8), 0.1, 17.0,false); | |
color += calcSine(uv, 0.3, 0.60, 0.15, 0.0, 0.5, vec3(0.3, 0.3, 1.3), 0.05, 23.0,false); | |
color += calcSine(uv, 0.1, 0.26, 0.07, 0.0, 0.3, vec3(0.3, 0.3, 0.3), 0.1, 17.0,true); | |
color += calcSine(uv, 0.3, 0.36, 0.0, 0.0, 0.3, vec3(0.3, 0.3, 0.3), 0.1, 17.0,true); | |
color += calcSine(uv, 0.5, 0.46, 0.5, 0.0, 0.3, vec3(0.3, 0.3, 0.3), 0.05, 23.0,true); | |
color += calcSine(uv, 0.2, 0.58, 0.05, 0.0, 0.3, vec3(0.3, 0.3, 0.3), 0.2, 15.0,true); | |
fragColor = vec4(color,1.0); | |
} | |
void main() { | |
vec4 fragment_color; | |
mainImage(fragment_color, gl_FragCoord.xy); | |
gl_FragColor = fragment_color; | |
} |
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