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

47
sines.glsl Normal file
View file

@ -0,0 +1,47 @@
// Guyver
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform float lowFreq;
uniform vec2 resolution;
vec3 SUN_1 = vec3(0.0,0.5,1.0);
vec3 SUN_2 = vec3(1.0,0.0,0.0);
vec3 SUN_3 = vec3(0.1,1.0,0.753);
vec3 SUN_4 = vec3(0.6,0.8,0.0);
float sigmoid(float x)
{
return 1.5/(1. + exp2(-x)) - 1.;
}
void main( void )
{
vec2 position = gl_FragCoord.xy * 4.0;
vec2 aspect = vec2(resolution/resolution );
position -= 0.5*resolution;
vec2 position2 = 0.5 + (position-0.5)/resolution*3.;
position *= .05;
position2 *= .05;
float filter = sigmoid(pow(2.,7.5)*(length((position/resolution + 0.5)*aspect) - 0.015))*0.5 +0.5 +lowFreq*lowFreq;
position = mix(position, position2, filter) - 0.5;
vec3 color = vec3(0.);
float angle = atan(position.y,position.x);
float d = length(position);
float t = time * .5;
color += 0.08/length(vec2(.05,2.0*position.y+sin(position.x*10.+t*-6.)))*SUN_3;
color += 0.07/length(vec2(.06,4.0*position.y+sin(position.x*10.+t*-2.)))*SUN_1; // I'm sure there's an easier way to do this, this just happened to look nice and blurry.
color += 0.06/length(vec2(.07,8.0*position.y+sin(position.x*10.+t*2.)))*SUN_2;
color += 0.05/length(vec2(.08,16.0*position.y+sin(position.x*10.+t*6.)))*SUN_3;
color += 0.04/length(vec2(.09,32.0*position.y+sin(position.x*10.+t*10.)))*SUN_4;
gl_FragColor = vec4(color, 1.0);
}