diff --git a/failed/rothko.glsl b/failed/rothko.glsl new file mode 100644 index 0000000..02758db --- /dev/null +++ b/failed/rothko.glsl @@ -0,0 +1,64 @@ +#ifdef GL_ES +precision mediump float; +#endif + +uniform vec2 u_resolution; +uniform vec2 u_mouse; +uniform float u_time; + +float random (in vec2 st) { + return fract(sin(dot(st.xy, + vec2(12.9898,78.233))) + * 43758.5453123); +} + +float random(float x) { + return fract(sin(x)*10000.); +} + +float noise (in vec2 st) { + vec2 i = floor(st); + vec2 f = fract(st); + + float a = random(i); + float b = random(i + vec2(1.0, 0.0)); + float c = random(i + vec2(0.0, 1.0)); + float d = random(i + vec2(1.0, 1.0)); + + vec2 u = f*f*(3.0-2.0*f); + + return mix(a, b, u.x) + + (c - a)* u.y * (1.0 - u.x) + + (d - b) * u.x * u.y; +} + +float box(vec2 _st, vec2 _size, float _smoothEdges){ + _size = vec2(0.5)-_size*0.5; + vec2 aa = vec2(_smoothEdges*0.5); + vec2 uv = smoothstep(_size,_size+aa,_st); + uv *= smoothstep(_size,_size+aa,vec2(1.0)-_st); + return uv.x*uv.y; +} + +void main() { + vec2 st_ = gl_FragCoord.xy/u_resolution.xy; + st_.x *= 3.; + vec2 st = fract(st_); + vec4 color = vec4(0.); + + if (st_.x < 1.) { + color = vec4(random(1.), 0., 0.,1.)*box(st,vec2(1.),0.3); + } else if (st_.x > 2.) { + color = vec4(0.0, 0.6, 0.3,1.)*box(st,vec2(1.1),0.7)+vec4(0.6, 0., 0.,0.6)*box(st,vec2(1.1),0.4); + } else { + color = vec4(0.6, 0., 0.,1.)*box(st,vec2(1.1),0.3); + } + + st_.x /= 3.; + st_ *= 10.; + for (float i=0.;i<100.;i++) { + color += noise(st_*i)*0.03 * (random(st_*i) > 0.5 ? -1. : 1.); + } + + gl_FragColor = vec4(color); +}