weird: added voronoi2 and refactored layout of hud

This commit is contained in:
2017-06-12 16:42:15 -04:00
parent 64e09c53cf
commit b938e05316
2 changed files with 60 additions and 9 deletions

View File

@@ -88,18 +88,18 @@ void main(){
vec3 color = vec3(0.0);
vec2 st = get_st();
float clip = circle_clip(.5);
color += circle(get_center(), 0.002, 0.02, blue1);
color += circle(get_center(), 0.002, 0.3, blue1);
color += circle(get_center(), 0.002, 0.4, blue1);
color += circle(get_center(), 0.005, 0.5, vec3(0.8));
color += circle(get_center(), 0.007, 0.6, blue1);
color += circle(get_center(), 0.002, 0.02, blue1);
color += circle(get_center(), 0.002, 0.3, blue1);
color += circle(get_center(), 0.002, 0.4, blue1);
color += circle(get_center(), 0.005, 0.5, vec3(0.8));
color += circle(get_center(), 0.007, 0.6, blue1);
color += clip*line(0.001, PI/4., vec3(.5), get_center());
color += clip*line(0.001, -PI/4., vec3(.5), get_center());
color += clip*line(0.001, -PI/4., vec3(.5), get_center());
color += clip*line_with_trace(0.001, u_time, blue2, get_center());
color += floating_circle();
color += target();
gl_FragColor = vec4(color,1.0);
}

51
weird/voronoi2.glsl Normal file
View File

@@ -0,0 +1,51 @@
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 random2( vec2 p ) {
return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
}
void main() {
vec2 st_ = gl_FragCoord.xy/u_resolution.xy;
vec2 st = st_;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(.0);
st *= 50.;
vec2 i_st = floor(st);
vec2 f_st = fract(st);
float m_dist = 1.;
vec2 m_point = vec2(0.);
for (int y= -1; y <= 1; y++) {
for (int x= -1; x <= 1; x++) {
vec2 neighbor = vec2(float(x),float(y));
vec2 point = random2(i_st + neighbor);
point = 0.5 + 0.5*sin(u_time + 6.2831*point);
vec2 diff = neighbor + point - f_st;
float dist = length(diff);
if (dist < m_dist) {
m_dist = dist;
m_point = point;
}
}
}
color += m_dist;
color.rgb *= vec3(216./255.,203./255.,161./255.) * smoothstep(0.0001, 0.001, m_point.y+0.01);
float resmin = min(u_resolution.x, u_resolution.y);
color -= smoothstep(0.47, 0.5, distance(gl_FragCoord.xy/resmin, (u_resolution/2.)/resmin));
gl_FragColor = vec4(color,1.0);
}