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glslCanvas variable resolution + multipass
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<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<title>Hello Shader</title> | |
<script type="text/javascript" src="https://unpkg.com/glslCanvas"></script> | |
<style> | |
body { | |
background: #101515; | |
margin:0; | |
} | |
#glslCanvas { | |
position: absolute; | |
top: 50%; | |
left: 50%; | |
} | |
.bg { | |
position:relative; | |
height:100vh; | |
overflow:hidden; | |
background-color:#000; | |
} | |
</style> | |
</head> | |
<body> | |
<div class="bg"> | |
<canvas id="glslCanvas" data-fragment=" | |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform vec2 u_mouse; | |
uniform float u_time; | |
uniform sampler2D u_tex0; // data/moon.jpg | |
uniform vec2 u_tex0Resolution; | |
uniform sampler2D u_buffer0; | |
uniform sampler2D u_buffer1; | |
vec2 scale(vec2 st, float s) { | |
return (st-.5)*s+.5; | |
} | |
vec2 ratio(in vec2 st, in vec2 s) { | |
return mix( vec2((st.x*s.x/s.y)-(s.x*.5-s.y*.5)/s.y,st.y), | |
vec2(st.x,st.y*(s.y/s.x)-(s.y*.5-s.x*.5)/s.x), | |
step(s.x,s.y)); | |
} | |
float circleSDF(vec2 st) { | |
return length(st - 0.5) * 2.0; | |
} | |
vec2 sphereCoords(vec2 _st, float _scale){ | |
float maxFactor = sin(1.570796327); | |
vec2 uv = vec2(0.0); | |
vec2 xy = 2.0 * _st.xy - 1.0; | |
float d = length(xy); | |
if (d < (2.0-maxFactor)){ | |
d = length(xy * maxFactor); | |
float z = sqrt(1.0 - d * d); | |
float r = atan(d, z) / 3.1415926535 * _scale; | |
float phi = atan(xy.y, xy.x); | |
uv.x = r * cos(phi) + 0.5; | |
uv.y = r * sin(phi) + 0.5; | |
} else { | |
uv = _st.xy; | |
} | |
return uv; | |
} | |
vec4 sphereTexture(in sampler2D _tex, in vec2 _uv, float _time) { | |
vec2 st = sphereCoords(_uv, 1.0); | |
float aspect = u_tex0Resolution.y/u_tex0Resolution.x; | |
st.x = fract(st.x * aspect + _time); | |
return texture2D(_tex, st); | |
} | |
void main() { | |
vec2 uv = gl_FragCoord.xy / u_resolution.xy; | |
vec3 diff = vec3( vec2(1.0) / u_resolution.xy, 0.0); | |
vec2 mouse_uv = u_mouse.xy / u_resolution.xy; | |
float mouse_pointer = smoothstep(1.5, 0.5, length((mouse_uv - uv) * u_resolution) ); | |
#if defined( BUFFER_0 ) | |
// Ping | |
vec4 center = texture2D(u_buffer1, uv); | |
float top = texture2D(u_buffer1, uv - diff.zy).r; | |
float left = texture2D(u_buffer1, uv - diff.xz).r; | |
float right = texture2D(u_buffer1, uv + diff.xz).r; | |
float bottom = texture2D(u_buffer1, uv + diff.zy).r; | |
float red = -(center.g - 0.5) * 2.0 + (top + left + right + bottom - 2.0); | |
red += mouse_pointer; // mouse | |
red *= 0.98; // damping | |
red *= step(0.1, u_time); // hacky way of clearing the buffer | |
red = 0.5 + red * 0.5; | |
red = clamp(red, 0., 1.); | |
gl_FragColor = vec4(red, center.r, 0.0, 0.0); | |
#elif defined( BUFFER_1 ) | |
// Pong | |
// Note: in this example you can get away with only one buffer... | |
// still is good to show off how easy is to make another buffer | |
vec4 ping = texture2D(u_buffer0, uv, 0.0); | |
if (u_time < 1.) { | |
ping = vec4(vec3(20.5), 1.); | |
} | |
gl_FragColor = ping; | |
#else | |
// Main Buffer | |
vec4 ripples = texture2D(u_buffer1, uv); | |
float offset = ripples.r - 0.5; | |
vec2 st = gl_FragCoord.xy/u_resolution.xy; | |
st = scale(st, 2.0); | |
st = ratio(st, u_resolution); | |
st += offset; | |
vec4 color = sphereTexture(u_tex0, st, u_time * 0.01); | |
float radius = 1.0 - circleSDF(st); | |
color.rgb *= smoothstep(0.001, 0.02, radius); | |
color.rgb += (ripples.r - .5) * 2.; | |
gl_FragColor = color; | |
#endif | |
} | |
" width="320" height="200"></canvas> | |
</div> | |
</body> | |
<script> | |
var canvas = document.getElementById("glslCanvas"); | |
var sandbox = new GlslCanvas(canvas); | |
var texCounter = 0; | |
var sandbox_content = ""; | |
var sandbox_title = ""; | |
var sandbox_author = ""; | |
var sandbox_thumbnail = ""; | |
var quality = 10; // 1 = normal | |
canvas.width = window.innerWidth / quality; | |
canvas.height = window.innerHeight / quality; | |
canvas.style.transform = 'translate(-50%,-50%) scale('+quality+')'; | |
</script> | |
</html> |
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