basic: added a color spinner; utilities: added translations of inigo quilez' functions; weird: added psychedelic stars

This commit is contained in:
2017-06-05 19:15:22 -04:00
parent 857a94a27c
commit f8ac34e2ba
3 changed files with 88 additions and 0 deletions

31
basic/spinner.glsl Normal file
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#ifdef GL_ES
precision mediump float;
#endif
#define TWO_PI 6.28318530718
uniform vec2 u_resolution;
uniform float u_time;
vec3 hsb2rgb( in vec3 c ){
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
6.0)-3.0)-1.0,
0.0,
1.0 );
rgb = rgb*rgb*(3.0-2.0*rgb);
return c.z * mix( vec3(1.0), rgb, c.y);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0);
vec2 toCenter = vec2(0.5)-st;
float angle = atan(toCenter.y,toCenter.x);
float radius = length(toCenter)*2.0;
color = hsb2rgb(vec3((angle/TWO_PI)+0.5*u_time*0.35,radius,1.0/radius));
gl_FragColor = vec4(color,1.0);
}

27
utilities/inigo.glsl Normal file
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// Translation (from C) of utility functions Inigo Quilez
// explains in http://www.iquilezles.org/www/articles/functions/functions.htm
float almostIdentity(float x, float m, float n) {
if(x > m) return x;
float a = 2.*n - m;
float b = 2.0*m - 3.0*n;
float t = x/m;
return (a*t + b)*t*t + n;
}
float impulse(float k, float x) {
float h = k * x;
return h*exp(1.0-h);
}
float cubic_pulse(float c, float w, float x) {
x = abs(x - c);
if(x > w) return .0;
x /= w;
return 1.0 - x*x*(3.0-2.0*x);
}
float parabola(float x, float k) {
return pow(4.0*x*(1.0-x), k);
}

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#ifdef GL_ES
precision mediump float;
#endif
#define TAU 6.28318530718
uniform vec2 u_resolution;
uniform float u_time;
vec3 hsb2rgb( in vec3 c ){
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
6.0)-3.0)-1.0,
0.0,
1.0 );
rgb = rgb*rgb*(3.0-2.0*rgb);
return c.z * mix( vec3(1.0), rgb, c.y);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0);
vec2 toCenter = (vec2(sin(u_time*0.5), cos(u_time*0.5))-st);
float angle = atan(toCenter.y,toCenter.x)*u_time*3.0;
float radius = length(toCenter)*2.0;
color = hsb2rgb(vec3((angle/TAU)+0.5,radius,1.0));
gl_FragColor = vec4(color,1.0);
}