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r_e_c_u_r/Shaders/0-input/squarewaves.frag

27 lines
640 B
GLSL

//0-input
//written by Ben Caldwell
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_x0;
uniform float u_x1;
uniform float u_x2;
uniform float u_x3;
void main() {
vec3 color = vec3(0.0,0.0,0.0);
vec2 pos = gl_FragCoord.xy;
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
color += vec3(u_x0*sign(sin(0.05*pos.x - u_time + sin(0.05*pow(pos.y,(0.7 + u_x1)) - u_time))),0.,0.);
color += vec3(0., 0., sign(cos(0.05*pos.x*u_x2 - 2.0*u_time + 5.0*u_x3*sin(0.05*pos.y - 2.0*u_time))));
gl_FragColor = vec4(color,1.);
}