Updated shader examples

This commit is contained in:
codeanticode
2013-02-06 17:11:17 -05:00
parent a21a4fbe21
commit 121cba45a9
15 changed files with 178 additions and 156 deletions

View File

@@ -3,27 +3,29 @@ precision mediump float;
precision mediump int;
#endif
uniform sampler2D textureSampler;
#define PROCESSING_TEXTURE_SHADER
uniform sampler2D texture;
uniform float time;
uniform vec2 resolution;
uniform vec2 mouse;
void main(void) {
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
vec2 m = -1.0 + 2.0 * mouse.xy / resolution.xy;
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
vec2 m = -1.0 + 2.0 * mouse.xy / resolution.xy;
float a1 = atan(p.y - m.y, p.x - m.x);
float r1 = sqrt(dot(p - m, p - m));
float a2 = atan(p.y + m.y, p.x + m.x);
float r2 = sqrt(dot(p + m, p + m));
float a1 = atan(p.y - m.y, p.x - m.x);
float r1 = sqrt(dot(p - m, p - m));
float a2 = atan(p.y + m.y, p.x + m.x);
float r2 = sqrt(dot(p + m, p + m));
vec2 uv;
uv.x = 0.2 * time + (r1 - r2) * 0.25;
uv.y = sin(2.0 * (a1 - a2));
vec2 uv;
uv.x = 0.2 * time + (r1 - r2) * 0.25;
uv.y = sin(2.0 * (a1 - a2));
float w = r1 * r2 * 0.8;
vec3 col = texture2D(textureSampler, 0.5 - 0.495 * uv).xyz;
float w = r1 * r2 * 0.8;
vec3 col = texture2D(texture, 0.5 - 0.495 * uv).xyz;
gl_FragColor = vec4(col / (0.1 + w), 1.0);
gl_FragColor = vec4(col / (0.1 + w), 1.0);
}