Add WIP shaders

This commit is contained in:
polyfloyd 2018-05-19 17:23:49 +02:00
parent 07d6d1dee5
commit ae07b0daf8
27 changed files with 3172 additions and 0 deletions

70
going-through-lsd.glsl Normal file
View file

@ -0,0 +1,70 @@
// Code by Flopine
// Thanks to wsmind and Leon for teaching me :)
#define PI 3.14
mat2 rot (float angle)
{
float c = cos(angle);
float s = sin(angle);
return mat2 (c,-s,s,c);
}
vec2 moda (vec2 p, float per)
{
float angle = atan(p.y,p.x);
float l = length(p);
angle = mod(angle-per/2., per)-per/2.;
return vec2(cos(angle),sin(angle))*l;
}
float cylY (vec3 p, float r)
{
return length(p.xy)-r;
}
float SDF (vec3 p)
{
float per = 0.7;
p.x = abs(p.x);
p.xy *= rot(p.z+iTime);
p.xy = moda(p.xy, (sin(iTime)+2.)*PI/4.);
p.yz = mod(p.yz-per/2.,per)-per/2.;
p.yz *= rot(p.x+iTime);
p.x -= .7;
return cylY(p,0.2);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = 2.*(fragCoord.xy / iResolution.xy)-1.;
uv.x *= iResolution.x/iResolution.y;
vec3 pos = vec3(0.001,0.001,iTime*0.8);
vec3 dir = normalize(vec3(uv, 1.));
float shad = 0.;
for (int i=0; i<100; i++)
{
float d = SDF(pos);
if (d<0.01)
{
shad = float(i)/60.;
break;
}
else shad = 0.8;
pos += d*0.2*dir;
}
vec3 hue = vec3(abs(pos.y)*3.,1.,.5);
fragColor = vec4(vec3(shad)/hue,1.0);
}