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KodeLife fragment shader sketch
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#version 150 | |
uniform float time; | |
uniform sampler2D prevFrame; | |
uniform sampler2D texture0; | |
uniform vec2 resolution; | |
uniform vec3 spectrum; | |
out vec4 fragColor; | |
vec2 fade(vec2 x) { return x * x * x * (x * (x * 6 - 15) + 10); } | |
vec2 phash(vec2 p) | |
{ | |
p = fract(mat2(1.2989833, 7.8233198, 6.7598192, 3.4857334) * p); | |
p = ((2384.2345 * p - 1324.3438) * p + 3884.2243) * p - 4921.2354; | |
return normalize(fract(p) * 2 - 1); | |
} | |
float cnoise(vec2 p) | |
{ | |
vec2 ip = floor(p); | |
vec2 fp = fract(p); | |
float d00 = dot(phash(ip), fp); | |
float d01 = dot(phash(ip + vec2(0, 1)), fp - vec2(0, 1)); | |
float d10 = dot(phash(ip + vec2(1, 0)), fp - vec2(1, 0)); | |
float d11 = dot(phash(ip + vec2(1, 1)), fp - vec2(1, 1)); | |
fp = fade(fp); | |
return mix(mix(d00, d01, fp.y), mix(d10, d11, fp.y), fp.x); | |
} | |
void main(void) | |
{ | |
vec2 uv = gl_FragCoord.xy / resolution; | |
float aspect = resolution.x / resolution.y; | |
float amp = spectrum.x; | |
// eye texture | |
float tex = texture(texture0, uv * vec2(1, -1)).r; | |
// polar coordinate | |
vec2 p = (uv - 0.5) * vec2(aspect, 1); | |
p = vec2(atan(p.y, p.x), length(p)); | |
// displacement | |
p.x += cnoise(vec2(p.y * 20, time)) * 0.08 / (p.y + 0.1); | |
// bring back to uv space | |
uv = vec2(cos(p.x), sin(p.x)) * p.y; | |
uv = uv / vec2(aspect, 1) + 0.5; | |
// feedback | |
float fb = texture(prevFrame, uv).r * 0.998; | |
// blending | |
float c = mix(fb, tex, smoothstep(0.4, 1, amp)); | |
// color gradient | |
float t = time + amp; | |
float c1 = 0.5 + sin(c * 12.12 + t * 1.11) * 0.5; | |
float c2 = 0.5 + sin(c * 11.33 + t * 1.73) * 0.5; | |
fragColor = vec4(1, c1, c2, 0) * c; | |
} |
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Hi Dude u can open kodelife and copy and page this code, should run .
Grettings.