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// Author: Roann Cordova | |
// Course: ShaderArt (DIGF-3011, Winter 2022) | |
// Title: Week 2 Homework | |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform vec2 u_mouse; | |
uniform float u_time; | |
void main() { | |
vec2 st = gl_FragCoord.xy/u_resolution.xy; //this line normalize the value of the canvas | |
vec2 u_mouse = gl_FragCoord.xy/u_mouse.xy; | |
float pct = 0.0; | |
pct = distance(st,vec2(sin(u_time),u_mouse.y)); | |
vec3 color3 = vec3(pct); | |
//RGB Channels of color3 | |
// color3.r = fract(u_time-pct * (1.656/2.144) * 13.384 * st.x) - 0.076 *-st.x; | |
// color3.g = fract(u_time*0.848+pct * (6.776/1.312) * 25. *u_mouse.y) - 0.964 *-0.004; | |
// color3.b = sin(u_time*2.352 + pct *6.008*-st.y); | |
color3.r = fract(u_time*2.432-pct * (6.776/1.312) * 0.3 *u_mouse.y) - 0.964 *-0.004; | |
color3.g = fract(u_time*1.104-pct * (6.776/1.312) * 0.1 *u_mouse.y) - 0.964 *-0.004; | |
color3.b = fract(u_time*2.960+pct * (6.776/1.312) * 0.2 *u_mouse.y) - 2.692 *-0.004; | |
gl_FragColor = vec4(color3 ,1.0); | |
} |
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