diff --git a/weird/pollock.glsl b/weird/pollock.glsl new file mode 100644 index 0000000..8568d11 --- /dev/null +++ b/weird/pollock.glsl @@ -0,0 +1,53 @@ +#ifdef GL_ES +precision mediump float; +#endif + +uniform vec2 u_resolution; +uniform vec2 u_mouse; +uniform float u_time; + +vec2 random2(vec2 st){ + st = vec2( dot(st,vec2(127.1,311.7)), + dot(st,vec2(269.5,183.3))); + return -1.0 + 2.0*fract(sin(st)*43758.5453123); +} + +float noise(vec2 st) { + vec2 i = floor(st); + vec2 f = fract(st); + + vec2 u = f*f*(3.0-2.0*f); + + return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ), + dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x), + mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ), + dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y); +} + +float shape(vec2 st, float radius) { + st = vec2(0.5)-st; + float r = length(st)*2.0; + float a = atan(st.y,st.x); + float m = abs(mod(a,3.14*2.)-3.14)/3.6; + float f = radius; + f += sin(a*20.); + return 1.-smoothstep(f,f+0.01,r); +} + +float splash(vec2 st) { + return shape(st, .3) - shape(st, .27); +} + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution.xy; + st.x *= u_resolution.x/u_resolution.y; + vec3 color = vec3(0.0); + + st += noise(st*2.); + for (int i = 0; i < 160; i++) { + color += splash(st*(random2(vec2(float(i)))*3.)); + } + color += smoothstep(.3,.31,noise(st*10.)); + + gl_FragColor = vec4(1.-color,1.0); +} diff --git a/weird/splatter_noise.glsl b/weird/splatter_noise.glsl new file mode 100644 index 0000000..074fb4b --- /dev/null +++ b/weird/splatter_noise.glsl @@ -0,0 +1,54 @@ +#ifdef GL_ES +precision mediump float; +#endif + +uniform vec2 u_resolution; +uniform vec2 u_mouse; +uniform float u_time; + +vec2 random2(vec2 st){ + st = vec2( dot(st,vec2(127.1,311.7)), + dot(st,vec2(269.5,183.3)) ); + return -1.0 + 2.0*fract(sin(st)*43758.5453123); +} + +// Value Noise by Inigo Quilez - iq/2013 +// https://www.shadertoy.com/view/lsf3WH +float noise(vec2 st) { + vec2 i = floor(st); + vec2 f = fract(st); + + vec2 u = f*f*(3.0-2.0*f); + + return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ), + dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x), + mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ), + dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y); +} + +float shape(vec2 st, float radius) { + st = vec2(0.5)-st; + float r = length(st)*2.0; + float a = atan(st.y,st.x); + float m = abs(mod(a,3.14*2.)-3.14)/3.6; + float f = radius; + f += (sin(a*20.)*.1*pow(m,2.)); + return 1.-smoothstep(f,f+0.007,r); +} + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution.xy; + st.x *= u_resolution.x/u_resolution.y; + vec3 color = vec3(0.0); + + float t = 1.0; + st += noise(st*2.)*t; + for (int i = 0; i < 90; i++) { + st += abs(tan(u_time))+0.05; + color += shape(st, .3); + color -= shape(st, .27); + color += smoothstep(0.28, .3,noise(st*10.)); + color -= smoothstep(.35,.4,noise(st*10.)); + } + gl_FragColor = vec4(1.-color,1.0); +}