Created
May 8, 2017 22:52
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shader sample
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
#extension GL_OES_standard_derivatives : enable | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
float metaball (in vec2 position) { | |
float d = pow(sin(time * 1.4), 3.) * 0.5; | |
float dist1 = pow(max(1.0 - distance(position, vec2(0.5 + d, 0.5)) * 3.0, 0.0), 2.0); | |
float dist2 = pow(max(1.0 - distance(position, vec2(0.5 - d, 0.5)) * 3.0, 0.0), 2.0); | |
float dist3 = pow(max(1.0 - distance(position, vec2(-0.5 + d, 0.5)) * 3.0, 0.0), 2.0); | |
float dist4 = pow(max(1.0 - distance(position, vec2(-0.5 - d, 0.5)) * 3.0, 0.0), 2.0); | |
float dist5 = pow(max(1.0 - distance(position, vec2(1.5 + d, 0.5)) * 3.0, 0.0), 2.0); | |
float dist6 = pow(max(1.0 - distance(position, vec2(1.5 - d, 0.5)) * 3.0, 0.0), 2.0); | |
return smoothstep(0.1, 0.101, dist1 + dist2 + dist3 + dist4 + dist5 + dist6); | |
} | |
void main (void) { | |
vec2 position = gl_FragCoord.xy / resolution.xy; | |
vec2 pos = fract(position * 4.); | |
float r = metaball(pos); | |
float g = metaball(pos + vec2(sin(time * 3.), cos(time * 4.)) * 0.03); | |
float b = metaball(pos + vec2(cos(time * 3.), sin(time * 4.)) * 0.03); | |
gl_FragColor = vec4(r, g, b, 1.0); | |
} |
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