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38 lines
1.2 KiB
GLSL
38 lines
1.2 KiB
GLSL
//0-input
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//written by Ben Caldwell
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform float u_x0;
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uniform float u_x1;
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uniform float u_x2;
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uniform float u_x3;
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void main() {
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vec3 color = vec3(0.0,0.0,0.0);
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float mod_time = u_x0 * u_time;
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vec2 pos = gl_FragCoord.xy;
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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vec2 s1 = vec2(u_resolution.x*(0.5 + 0.25*cos(mod_time)), u_resolution*(0.5 + 0.25*sin(mod_time)));
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vec2 s2 = vec2(u_resolution.x*(0.5 + 0.25*sin(mod_time)), u_resolution*(0.5 + 0.25*cos(mod_time)));
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vec2 s3 = vec2(u_resolution.x*0.5, u_resolution*0.5);
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float r1 = (pow(pow(pos.x-s1.x,2.0) + pow(pos.y-s1.y,2.0), 0.5))*u_x1;
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float r2 = (pow(pow(pos.x-s2.x,2.0) + pow(pos.y-s2.y,2.0), 0.5))*u_x2;
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float r3 = (pow(pow(pos.x-s3.x,2.0) + pow(pos.y-s3.y,2.0), 0.5))*u_x3;
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color += vec3(0.5 + 0.5*sign(sin((0.1 + 0.05*sin(mod_time+2.0))*r1 - 1.0*mod_time)), 0.0, 0.0);
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color += vec3(0.0, 0.0, 0.5 + 0.5*sign(sin((0.1 + 0.05*sin(mod_time))*r2 - 1.2*mod_time)));
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color += vec3(0.0, 0.5 + 0.5*sign(sin((0.1 + 0.05*sin(mod_time+0.5))*r3 - 1.1*mod_time)), 0.0);
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gl_FragColor = vec4(color,1.);
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}
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