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@kevinkyyro
Last active November 21, 2016 13:23
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The_Force shaders
float square(float t) {
return step(0.0, sin(t));
}
void main () {
vec2 uv = uv();
vec2 uvN = uvN();
vec3 c = black;
float t = time / 24.;
float a = square(time * 16.);
float b = 1. - a;
float shuffle = square(time * 8.);
float y = voronoi(rotate(vec2(.5), uv, t/16. + bands.x*.1) * 5.3 * bands.z - sin(t/2.)*2.5);
float x = snoise(rotate(vec2(0.1), uv * 1.5 + 5., t + bands.z/2.));
float z = noise(uv * .1);
c += a * sin(fract(uv.y) * green * y * .1 * t * bands.w * 1.5 + .1)/2. * blue;
c += b * atan(orange * z * uv.x * t * bands.x * 2.3 + .1 * z);
c += fract(sin(t/2.) * uvN.x * 3. + cos(t/2.) * uv.y * 2.) / 2.;
c += shuffle * noise(sin(t/2.) * uv.y * 3. + cos(t/8.) * uvN.x * 2.);
for (float i = 1.0; i < 11.; i += 2.) {
float w = .2;
c += b
* sin(t/16.)
* circle(
sin(t) * y * i - 1.5,
cos(t) * x * i - 1.,
1.2*sin(t/4.)/2. + 1.,
.5)
* pink * bands.x * 4. / 2.;
c += a
* cos(t/8.)
* circle(
w - (y * i - 2.),
w - (x * i - 1.),
1.2, .5)
* green * bands.y;
}
c = c/2.;
for (float i = 1.; i < 3.; i += 1.) {
c += texture2D(backbuffer, uv * vec2(.25) + vec2(i * 10.)).rgb/6.;
}
gl_FragColor = vec4(c, 1.0);
}
void main () {
vec2 uv = uv();
vec2 uvN = uvN();
vec3 c = black;
float y = voronoi(uv * 5.3 - 2.5);
float x = snoise(uv * 1.5 + 5.);
float z = noise(uv * .1);
c = sin(pink * y * .1 * time * bands.w * 1.5 + .1);
c += sin(orange * z * uv.x * time * bands.x * 2.3 + .1 * z);
for (float i = 1.0; i < 11.; i += 2.) {
float w = 0.;
c += circle( sin(time) * y * i - 2., cos(time) * x * i - 1., 1.2, .5) * pink * bands.x * 4. / 2.;
c -= circle(w - (y * i - 2.), w - (x * i - 1.), 1.2, .5) * green * bands.y * 3.2;
}
gl_FragColor = vec4(c, 1.0);
}
void main () {
vec2 uv = uv();
vec2 uvN = uvN();
vec3 c = black + noise(vec2(50000000.)) * white;
float y = voronoi(uv * 5.3 - 2.5);
float x = snoise(uv * 1.5 + 5.);
float z = noise(uv * .1);
c = sin(pink * y * .1 * time * bands.w * 1.5 + .1);
c += sin(orange * z * uv.x * time * bands.x * 2.3 + .1 * z);
for (float i = 1.0; i < 11.; i += 2.) {
float w = 0.;
vec2 circ = rotate(vec2(.2, 0.), uv + circle(1., 1., 1., 1.), time/2.);
c += snoise(circ * vec2(10.) + vec2(-1000000.)) * pink * bands.x * 4. / 2.;
c -= circle(
w - (y * i - 2.),
w - (x * i - 1.),
1.2,
.5) * green * bands.y * 3.2;
}
gl_FragColor = vec4(c, 1.0);
}
void main () {
vec2 uv = uv();
vec2 uvN = uvN();
vec3 c = black + noise(vec2(50000000.)) * white;
float loudness = (abs(bands.w) + abs(bands.x) + abs(bands.y) + abs(bands.z) + 0.0001);
float y = voronoi(rotate(vec2(1.5), uv * 1.3 * bands.w - 2.5, time/2.));
float x = snoise(rotate(vec2(.0), uv * 1.5 + 5., -0.25 * time * (1. + bands.w/loudness)));
float z = fract(bands.x * .5 - sin(time/2.));
// c = sin(pink * y * .1 * time * bands.w * 1.5 + .1);
c += sin(green * z * uv.x * time * bands.x * 2.3 + .1 * z);
for (float i = 1.0; i < 10.; i += 2.) {
float w = 1.5 + sin(i * 15.);
vec2 circ = rotate(
vec2(bands.x + 0.2, bands.w/2. + 1.),
uv + circle(0.5, 0.5, 1., 1.),
time/2.);
c += snoise(circ * vec2(10.) + vec2(-1000000.)) * blue * bands.x * 4. / 9.;
c += circle(
w - (y * i - 2.),
w - (x * i - 1.),
1.2,
.5) * green * bands.y * 3.2;
}
gl_FragColor = vec4(c, 1.0);
}
void main () {
vec2 uv = uv();
vec2 uvN = uvN();
vec3 c = black + noise(vec2(50000000.)) * white;
float loudness = (abs(bands.w) + abs(bands.x) + abs(bands.y) + abs(bands.z) + 0.0001);
float y = voronoi(rotate(vec2(.5), uv * 1.3 * bands.w - 2.5, time/2.));
float x = snoise(rotate(vec2(.0), uv * 1.5 + 5., -0.25 * time * (1. + bands.w/loudness)));
float z = fract(bands.x * .5 - sin(time/2.) );
c = sin(pink * y * .1 * time * bands.w * 1.5 + .1);
c += sin(green * z * uv.x * time * bands.x * 2.3 + .1 * z);
for (float i = 1.0; i < 3.; i += 2.) {
float w = 0.;
vec2 circ = rotate(vec2(bands.x + 0.2, bands.w/2. + 1.), uv + circle(0.5, 0.5, 1., 0.3), time/2.);
c += snoise(circ * vec2(10.) + vec2(-1000000.)) * blue * bands.x * 4. / 9.;
c -= circle(
w - (y * i - 2.),
w - (x * i - 1.),
1.2,
.5) * green * bands.y * 3.2;
}
gl_FragColor = vec4(c, 1.0);
}
float square(float t) {
return step(0.0, sin(t));
}
void main () {
vec2 uv = uv();
vec2 uvN = uvN();
vec3 c = black;
float t = time * 14./12.;
float a = square(time * 16.);
float b = 1. - a;
float shuffle = square(time * 8.);
float y = voronoi(rotate(vec2(.5), uv, t/16. + bands.x*.1) * 5.3 * bands.z - sin(t/2.)*2.5);
float x = snoise(uv * 1.5 + 5.);
float z = noise(uv * .1);
c += a * sin(pink * y * .1 * t * bands.w * 1.5 + .1)/2.;
c += b * atan(orange * z * uv.x * t * bands.x * 2.3 + .1 * z);
c += fract(uvN.x*5. + uv.y*3.);
for (float i = 1.0; i < 11.; i += 2.) {
float w = 0.;
c += b * sin(t/16.) * circle( sin(t) * y * i - 2., cos(t) * x * i - 1., 1.2, .5) * pink * bands.x * 4. / 2.;
c += a * cos(t/8.) * circle(w - (y * i - 2.), w - (x * i - 1.), 1.2, .5) * green * bands.y * 3.2;
}
gl_FragColor = vec4(c, 1.0);
}
float square(float t) {
return step(0.0, sin(t));
}
void main () {
vec2 uv = uv();
vec2 uvN = uvN();
vec3 c = black;
float t = time * 14./12.;
float a = square(time * 16.);
float b = 1. - a;
float y = voronoi(uv * 5.3 - 2.5);
float x = snoise(uv * 1.5 + 5.);
float z = noise(uv * .1);
c = a * sin(pink * y * .1 * t * bands.w * 1.5 + .1);
c += b * sin(orange * z * uv.x * time * bands.x * 2.3 + .1 * z);
c += fract(uvN.x*5. + uv.y*3.);
// for (float i = 1.0; i < 11.; i += 2.) {
// float w = 0.;
// c += circle( sin(time) * y * i - 2., cos(time) * x * i - 1., 1.2, .5) * pink * bands.x * 4. / 2.;
// c -= circle(w - (y * i - 2.), w - (x * i - 1.), 1.2, .5) * green * bands.y * 3.2;
// }
gl_FragColor = vec4(c, 1.0);
}
void main () {
vec2 uv = uv();
vec2 uvN = uvN();
vec3 c = black + noise(vec2(50000000.)) * white;
float y = voronoi(uv * 1.3 * bands.w - 2.5);
float x = snoise(uv * 1.5 + 5.);
float z = noise(uv * .1);
c = sin(pink * y * .1 * time * bands.w * 1.5 + .1);
c += sin(orange * z * uv.x * time * bands.x * 2.3 + .1 * z);
for (float i = 1.0; i < 11.; i += 2.) {
float w = 0.;
vec2 circ = rotate(vec2(bands.x + 0.2, bands.w/2. + 1.), uv + circle(0.5, 0.5, 1., 0.3), time/2.);
c += snoise(circ * vec2(10.) + vec2(-1000000.)) * pink * bands.x * 4. / 9.;
c -= circle(
w - (y * i - 2.),
w - (x * i - 1.),
1.2,
.5) * green * bands.y * 3.2;
}
gl_FragColor = vec4(c, 1.0);
}
@kevinkyyro
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Author

blood vessels variant:

float square(float t) {
    return step(0.0, sin(t));
}

void main () {
    vec2 uv = uv();
    vec2 uvN = uvN();
    vec3 c = black;

    float t = time * 2.;
    float a = square(time * 16.);
    float b = 1. - a;
    float shuffle = square(time * 8.);

    float y = voronoi(rotate(vec2(.5), uv, t/16. + bands.x*.1) * 5.3 * bands.z - sin(t/2.)*2.5);
    float x = snoise(rotate(vec2(0.1), uv * 1.5 + 5., t + bands.z/2.));
    float z = noise(uv * .1);

    c += a * sin(fract(uv.y) * green * y  * .1 * t * bands.w * 1.5 + .1)/2. * blue;
    c += b * atan(orange * z * uv.x * t * bands.x * 2.3 + .1 * z);
    c += b * bands.x * fract(sin(uv.x) * uvN.x * 3. + uv.y * 2. * t);
    c += shuffle * noise(sin(t/2.) * uv.y * 3. + cos(t/8.) * uvN.x * 2.);

    for (float i = 1.0; i < 11.; i += 2.) {
        float w = .2;

        c += b 
            * sin(t/16.) 
            * circle(
                sin(t) * y * i - 1.5,       
                cos(t) * x * i - 1.,  
                1.2*sin(t/4.)/2. + 1., 
                .5) 
            * pink * bands.x * 4. / 2.;
        c += a 
            * cos(t/8.) 
            * circle(
                w - (y * i - 2.), 
                w - (x * i - 1.), 
                1.2, .5) 
            * green * bands.y;
    }

    c = c/2.;

    for (float i = 1.; i < 3.; i += 1.) {
      c += texture2D(backbuffer, uv * vec2(.25) + vec2(i * 10.)).rgb/6.;   
    }

    gl_FragColor = vec4(c, 1.0);
}

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