From 00b41b5407eb2eead38cf7f5f3237cc3d5eb72ed Mon Sep 17 00:00:00 2001 From: langolierz Date: Tue, 10 Jul 2018 12:55:02 +1200 Subject: [PATCH] Update processing-shader.frag --- shader_experiments/processing-shader.frag | 22 ++++++++++++++-------- 1 file changed, 14 insertions(+), 8 deletions(-) diff --git a/shader_experiments/processing-shader.frag b/shader_experiments/processing-shader.frag index f1bc55a..e426c7b 100644 --- a/shader_experiments/processing-shader.frag +++ b/shader_experiments/processing-shader.frag @@ -1,17 +1,23 @@ // Created by inigo quilez - iq/2013 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. +uniform vec3 u_Resolution; // viewport resolution (in pixels) +uniform float u_Time; // shader playback time (in seconds) +uniform float u_TimeDelta; // render time (in seconds) +uniform int u_Frame; // shader playback frame +uniform float u_ChannelTime[4]; + void mainImage( out vec4 fragColor, in vec2 fragCoord ) { - vec2 q = fragCoord.xy / iResolution.xy; - vec2 uv = 0.5 + (q-0.5)*(0.9 + 0.1*sin(0.2*iTime)); + vec2 q = fragCoord.xy / u_Resolution.xy; + vec2 uv = 0.5 + (q-0.5)*(0.9 + 0.1*sin(0.2*u_Time)); vec3 oricol = texture( iChannel0, vec2(q.x,1.0-q.y) ).xyz; vec3 col; - col.r = texture(iChannel0,vec2(uv.x+0.003,-uv.y)).x; - col.g = texture(iChannel0,vec2(uv.x+0.000,-uv.y)).y; - col.b = texture(iChannel0,vec2(uv.x-0.003,-uv.y)).z; + col.r = texture(u_Channel0,vec2(uv.x+0.003,-uv.y)).x; + col.g = texture(u_Channel0,vec2(uv.x+0.000,-uv.y)).y; + col.b = texture(u_Channel0,vec2(uv.x-0.003,-uv.y)).z; col = clamp(col*0.5+0.5*col*col*1.2,0.0,1.0); @@ -19,11 +25,11 @@ void mainImage( out vec4 fragColor, in vec2 fragCoord ) col *= vec3(0.95,1.05,0.95); - col *= 0.9+0.1*sin(10.0*iTime+uv.y*1000.0); + col *= 0.9+0.1*sin(10.0*u_Time+uv.y*1000.0); - col *= 0.99+0.01*sin(110.0*iTime); + col *= 0.99+0.01*sin(110.0*u_Time); - float comp = smoothstep( 0.2, 0.7, sin(iTime) ); + float comp = smoothstep( 0.2, 0.7, sin(u_Time) ); col = mix( col, oricol, clamp(-2.0+2.0*q.x+3.0*comp,0.0,1.0) ); fragColor = vec4(col,1.0);