weird: added particles
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62
weird/particles.glsl
Normal file
62
weird/particles.glsl
Normal file
@@ -0,0 +1,62 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define NP 30
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uniform vec2 u_resolution;
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uniform float u_time;
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float random (vec2 _st) {
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return fract(sin(dot(_st.xy, vec2(0.690,0.540)))*43758.817);
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}
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float random(float i) {
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return fract(sin(i)*1e5);
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}
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float noise (vec2 _st) {
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vec2 i = floor(_st);
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vec2 f = fract(_st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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struct particle {
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vec2 vel;
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vec2 pos;
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};
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void update_particle(inout particle p) {
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p.pos += p.vel;
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}
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vec3 show_particle(particle p, vec3 c) {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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particle o = p;
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update_particle(p);
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return abs(st.x-p.pos.x)+abs(st.y-p.pos.y)<0.1?c:vec3(0.);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec3 color = vec3(0.);
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for (int i = 1; i < NP; i++) {
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vec2 pos = vec2(0.);
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vec2 vel = vec2(noise(st*float(i)*u_time*0.3), noise(st*float(i)));
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particle p = particle(vel, pos);
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color += show_particle(p, vec3(.3));
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}
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gl_FragColor = vec4(color, 1.);
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}
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