Created
February 19, 2020 12:07
-
-
Save totetmatt/5d4e92406637ab8b2ec683c7e738a26f to your computer and use it in GitHub Desktop.
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 | |
in VertexData | |
{ | |
vec4 v_position; | |
vec3 v_normal; | |
vec2 v_texcoord; | |
} inData; | |
out vec4 fragColor; | |
//////////////////////////////////////////////////////////////////////////////// | |
//////////////////////////////////////////////////////////////////////////////// | |
uniform vec2 iResolution; | |
uniform float iTime; | |
uniform float iTimeDelta; | |
uniform int iFrame; | |
uniform vec4 iMouse; | |
uniform sampler2D iChannel0; | |
uniform sampler2D iChannel1; | |
uniform sampler2D iChannel2; | |
uniform sampler2D iChannel3; | |
uniform vec4 iDate; | |
uniform float iSampleRate; | |
void mainImage(out vec4, in vec2); | |
void main(void) { mainImage(fragColor,inData.v_texcoord * iResolution.xy); } | |
//////////////////////////////////////////////////////////////////////////////// | |
//////////////////////////////////////////////////////////////////////////////// | |
#define PI 3.141592 | |
#define PI2 (PI*2.) | |
float fig(vec2 uv,float offset) { | |
uv +=sin(iTime*(2.) +offset)*.1; | |
return step(0.01,0.02-min(0.02,abs(uv.y))); | |
} | |
mat2 r(float a){return mat2(cos(a),sin(a),-sin(a),cos(a));} | |
vec3 ball(vec2 uv,float offset) { | |
vec2 uuv = uv; | |
uv.x+=sin(iTime+offset*sin(iTime))*.7; | |
uv.y+=cos(iTime*4.+offset)*.1; | |
uv*=15; | |
uv *= r(floor(-iTime*4.)); | |
uv*=r(offset*cos(iTime*.6)+abs(atan(uuv.x,uuv.y)/PI)*2); | |
vec2 b = vec2(1.09,1.09); | |
vec2 d = abs(uv)-b; | |
float di = length(max(d,0.0)) + min(max(d.x,d.y),0.0) -.001; | |
di = abs(di-cos(floor(-iTime*1.))*.5); | |
di = 1.-smoothstep(0.10,0.11,di); | |
return vec3(di,di*.5*(1.-sin(floor(iTime)+uuv.y*10.)),di*.5*(1.-cos(floor(iTime)+uuv.x*10.))); | |
} | |
vec3 master(vec2 uv,float r) { | |
float d = fig(uv,0); | |
float e = fig(uv,r*PI2*(1.6/6.)); | |
float f = fig(uv,r*PI2*(2.5/6.)); | |
float g = fig(uv,r*PI2*(3.4/6.)); | |
float h = fig(uv,r*PI2*(4.3/6.)); | |
float i = fig(uv,r*PI2*(5.2/6.)); | |
vec3 col = vec3(0.1); | |
col.r = (d*.25+e*.5+f*.25); | |
col.g = (f*.25+g*.5+h*.25); | |
col.b = (h*.25+i*.5+d*25); | |
return col; | |
} | |
void mainImage(out vec4 fragColor, in vec2 fragCoord) | |
{ | |
vec2 uv = (fragCoord.xy-.5*iResolution) / iResolution.y; | |
//uv +=cos(iTime+uv.x*2.)*.3+.3; | |
vec3 bb = vec3(0.); | |
float l = 20.; | |
for(int i=0;i <l;i++){ | |
bb += ball(uv,PI*i/l); | |
} | |
vec3 col = (master(uv-.35,1.) + master(uv+.35,-1.))+ bb; | |
fragColor = vec4(col,1.0); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment