Files
lime/samples/HerokuShaders/Assets/6147.1.frag

59 lines
1.3 KiB
GLSL

//http://glsl.heroku.com/e#6147.1
#define PI 3.14159265
uniform float time;
uniform vec2 mouse, resolution;
vec3 sim(vec3 p,float s); //.h
vec2 rot(vec2 p,float r);
vec2 rotsim(vec2 p,float s);
vec2 makeSymmetry(vec2 p){ //nice stuff :)
vec2 ret=p;
ret=rotsim(p, 6.0);
ret.x=abs(ret.x);
return ret;
}
float makePoint(float x,float y,float fx,float fy,float sx,float sy,float t){
float xx=x+tan(t * fx)*sy;
float yy=y-tan(t * fx)*sy;
return 0.8/sqrt(abs(x*xx+yy*yy));
}
vec2 sim(vec2 p,float s){
vec2 ret=p;
ret=p+s/2.0;
ret=fract(ret/s)*s-s/2.0;
return ret;
}
vec2 rot(vec2 p,float r){
vec2 ret;
ret.x=p.x*cos(r)-p.y*sin(r);
ret.y=p.x*sin(r)+p.y*cos(r);
return ret;
}
vec2 rotsim(vec2 p,float s){
float k = atan(p.x, p.y);
vec2 ret=rot(p,floor((k + PI/(s*2.0)) / PI*s)*(PI/s));
return ret;
}
void main( void ) {
vec2 p=(gl_FragCoord.xy/resolution.x)*2.0-vec2(1.0,resolution.y/resolution.x);
p=makeSymmetry(p);
float x=p.x;
float y=p.y;
float t=time*0.2;
float a= makePoint(x,y,3.3,2.9,0.3,0.3,t);
// a=a+makePoint(x,y,1.8,1.7,0.5,0.4,t);
float b=makePoint(x,y,1.2,1.9,0.3,0.3,t);
// b=b+makePoint(x,y,0.7,2.7,0.4,0.4,t);
float c=makePoint(x,y,3.7,0.3,0.3,0.3,t);
// c=c+makePoint(x,y,0.8,0.9,0.4,0.5,t);
gl_FragColor = vec4(a/5.,b/5.,c/5.,1.0);
}