Created
September 15, 2019 18:22
-
-
Save mrange/4dc78dc00f61b4e6b02757d8a2848da9 to your computer and use it in GitHub Desktop.
data glsl
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#version 150 | |
uniform float time; | |
uniform vec2 resolution; | |
uniform vec2 mouse; | |
uniform vec3 spectrum; | |
uniform sampler2D texture0; | |
uniform sampler2D texture1; | |
uniform sampler2D texture2; | |
uniform sampler2D texture3; | |
uniform sampler2D prevFrame; | |
uniform sampler2D prevPass; | |
in VertexData | |
{ | |
vec4 v_position; | |
vec3 v_normal; | |
vec2 v_texcoord; | |
} inData; | |
out vec4 fragColor; | |
#define PI 3.141592654 | |
#define TAU (2.0 * PI) | |
float box(in vec2 p, vec2 sz) | |
{ | |
p = abs(p); | |
float dx = p.x - sz.x; | |
float dy = p.y - sz.y; | |
return max(dx, dy); | |
} | |
float softBox(in vec2 p, float r) | |
{ | |
p *= p; | |
p *= p; | |
float l8 = dot(p, p); | |
return pow(l8, 1.0/8.0) - r; | |
} | |
float capsule(vec3 p, float r, float c) | |
{ | |
return mix(length(p.xz) - r, length(vec3(p.x, abs(p.y) - c, p.z)) - r, step(c, abs(p.y))); | |
} | |
vec2 toPolar(vec2 p) | |
{ | |
return vec2(length(p), atan(p.y, p.x)); | |
} | |
vec2 toRect(vec2 p) | |
{ | |
return vec2(p.x*cos(p.y), p.y*sin(p.y)); | |
} | |
float pMod1(inout float p, float size) | |
{ | |
float halfsize = size*0.5; | |
float c = floor((p + halfsize)/size); | |
p = mod(p + halfsize, size) - halfsize; | |
return c; | |
} | |
vec2 pMod2(inout vec2 p, vec2 size) | |
{ | |
vec2 c = floor((p + size*0.5)/size); | |
p = mod(p + size*0.5,size) - size*0.5; | |
return c; | |
} | |
float df_(in vec2 p) | |
{ | |
p *= 10.0; | |
p = toPolar(p); | |
float d = box(p - vec2(3.0, PI), vec2(1, PI)); | |
return d; | |
} | |
float rand(vec2 co) | |
{ | |
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); | |
} | |
float data(in vec2 p) | |
{ | |
float bd = box(p - vec2(0, 100), vec2(55, | |
200)); | |
float sy = 1.0; | |
p.y += 16.0*time; | |
float ix = pMod1(p.x, 3.0); | |
float rx = rand(vec2(ix, 100)); | |
p.y += rx*TAU; | |
float iy = pMod1(p.y, 8.0); | |
float i = iy + 10*time*sqrt(rx) + rx*TAU; | |
float sp = (0.5*rx + 0.5*sin(i*0.25)); | |
float sx = 1.0*(max((1.0 - pow(ix/20,2.0)),0)); | |
float d = capsule(vec3(p*sy, 0), 1.0*sx*(0.5*sp + 0.5), 2.7*sx*sp)/sy; | |
return max(d, bd); | |
} | |
float halfBox(in vec2 p) | |
{ | |
float db = box(p - vec2(3.0, PI), vec2(1, PI)); | |
return db; | |
} | |
float df(in vec2 p) | |
{ | |
// p = toPolar(p); | |
float sd = 55.0; | |
float dd = data((p - vec2(3.0, 0))*sd)/sd; | |
float db = halfBox(p); | |
return dd; | |
} | |
void main(void) | |
{ | |
vec2 uv = -1. + 2. * inData.v_texcoord; | |
uv.x *= resolution.x/resolution.y; | |
float s = 10.0; | |
float d = df(uv*s)/s; | |
vec3 col = vec3(smoothstep(0.0025, 0.0, d)); | |
// if (d < 0.0) col = vec3(1.0); | |
fragColor = vec4(col, 4.0); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment