Add WIP shaders
This commit is contained in:
parent
07d6d1dee5
commit
ae07b0daf8
27 changed files with 3172 additions and 0 deletions
33
fluid.glsl
Normal file
33
fluid.glsl
Normal file
|
@ -0,0 +1,33 @@
|
|||
uniform float time;
|
||||
uniform vec2 resolution;
|
||||
uniform vec2 mouse;
|
||||
|
||||
#define MAX_ITER 3
|
||||
|
||||
void main(void) {
|
||||
vec2 v_texCoord = gl_FragCoord.xy / min(resolution.x, resolution.y) / 2.0;
|
||||
|
||||
vec2 p = v_texCoord * 8.0 - vec2(20.0);
|
||||
vec2 i = p;
|
||||
float c = 1.0;
|
||||
float inten = .05;
|
||||
|
||||
for (int n = 0; n < MAX_ITER; n++) {
|
||||
float t = time * (1.0 - (3.0 / float(n+1)));
|
||||
|
||||
i = p + vec2(cos(t - i.x) + sin(t + i.y),
|
||||
sin(t - i.y) + cos(t + i.x));
|
||||
|
||||
c += 1.0/length(vec2(p.x / (sin(i.x+t)/inten),
|
||||
p.y / (cos(i.y+t)/inten)));
|
||||
}
|
||||
|
||||
c /= float(MAX_ITER);
|
||||
c = 1.5 - sqrt(c);
|
||||
|
||||
vec4 texColor = vec4(0.001, 0.1, 0.1, 1.);
|
||||
|
||||
texColor.rgb *= (1.0 / (1.0 - (c + 0.05)));
|
||||
|
||||
gl_FragColor = texColor;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue