Add WIP shaders
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36
bubbles.glsl
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36
bubbles.glsl
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// Created by inigo quilez - iq/2013
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = (fragCoord - iResolution.xy * 0.5) / min(iResolution.x, iResolution.y);
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// background
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vec3 color = vec3(0.8 + 0.2*uv.y);
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// bubbles
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for( int i=0; i<40; i++ )
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{
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// bubble seeds
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float pha = sin(float(i)*546.13+1.0)*0.5 + 0.5;
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float siz = pow( sin(float(i)*651.74+5.0)*0.5 + 0.5, 4.0 );
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float pox = sin(float(i)*321.55+4.1) * iResolution.x / iResolution.y;
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// buble size, position and color
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float rad = 0.1 + 0.5*siz;
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vec2 pos = vec2( pox, -1.0-rad + (2.0+2.0*rad)*mod(pha+0.1*iTime*(0.2+0.8*siz),1.0));
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float dis = length( uv - pos );
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vec3 col = mix( vec3(0.94,0.3,0.0), vec3(0.1,0.4,0.8), 0.5+0.5*sin(float(i)*1.2+1.9));
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// col+= 8.0*smoothstep( rad*0.95, rad, dis );
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// render
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float f = length(uv-pos)/rad;
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f = sqrt(clamp(1.0-f*f,0.0,1.0));
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color -= col.zyx *(1.0-smoothstep( rad*0.95, rad, dis )) * f;
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}
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// vigneting
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// color *= sqrt(1.5-0.5*length(uv));
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fragColor = vec4(color,1.0);
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}
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