basic: added a color spinner; utilities: added translations of inigo quilez' functions; weird: added psychedelic stars
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31
basic/spinner.glsl
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31
basic/spinner.glsl
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define TWO_PI 6.28318530718
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uniform vec2 u_resolution;
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uniform float u_time;
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vec3 hsb2rgb( in vec3 c ){
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vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
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6.0)-3.0)-1.0,
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0.0,
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1.0 );
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rgb = rgb*rgb*(3.0-2.0*rgb);
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return c.z * mix( vec3(1.0), rgb, c.y);
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}
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0);
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vec2 toCenter = vec2(0.5)-st;
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float angle = atan(toCenter.y,toCenter.x);
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float radius = length(toCenter)*2.0;
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color = hsb2rgb(vec3((angle/TWO_PI)+0.5*u_time*0.35,radius,1.0/radius));
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gl_FragColor = vec4(color,1.0);
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}
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27
utilities/inigo.glsl
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27
utilities/inigo.glsl
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// Translation (from C) of utility functions Inigo Quilez
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// explains in http://www.iquilezles.org/www/articles/functions/functions.htm
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float almostIdentity(float x, float m, float n) {
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if(x > m) return x;
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float a = 2.*n - m;
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float b = 2.0*m - 3.0*n;
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float t = x/m;
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return (a*t + b)*t*t + n;
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}
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float impulse(float k, float x) {
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float h = k * x;
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return h*exp(1.0-h);
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}
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float cubic_pulse(float c, float w, float x) {
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x = abs(x - c);
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if(x > w) return .0;
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x /= w;
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return 1.0 - x*x*(3.0-2.0*x);
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}
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float parabola(float x, float k) {
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return pow(4.0*x*(1.0-x), k);
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}
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30
weird/psychedelic_stars.glsl
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30
weird/psychedelic_stars.glsl
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define TAU 6.28318530718
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uniform vec2 u_resolution;
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uniform float u_time;
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vec3 hsb2rgb( in vec3 c ){
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vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
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6.0)-3.0)-1.0,
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0.0,
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1.0 );
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rgb = rgb*rgb*(3.0-2.0*rgb);
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return c.z * mix( vec3(1.0), rgb, c.y);
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}
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0);
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vec2 toCenter = (vec2(sin(u_time*0.5), cos(u_time*0.5))-st);
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float angle = atan(toCenter.y,toCenter.x)*u_time*3.0;
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float radius = length(toCenter)*2.0;
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color = hsb2rgb(vec3((angle/TAU)+0.5,radius,1.0));
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gl_FragColor = vec4(color,1.0);
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}
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