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shader.frag
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
#define PI 3.1415926535897932384626433832795
float cosh(float x) {
return (exp(x) + exp(-x)) * 0.5;
}
float sinh(float x) {
return (exp(x) - exp(-x)) * 0.5;
}
#define cx_mul(a, b) vec2(a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x)
#define cx_div(a, b) vec2(((a.x*b.x + a.y*b.y)/(b.x*b.x + b.y*b.y)),((a.y*b.x - a.x*b.y)/(b.x*b.x + b.y*b.y)))
#define cx_sin(a) vec2(sin(a.x) * cosh(a.y), cos(a.x) * sinh(a.y))
#define cx_cos(a) vec2(cos(a.x) * cosh(a.y), -sin(a.x) * sinh(a.y))
vec2 cx_tan(vec2 a) {return cx_div(cx_sin(a), cx_cos(a)); }
vec2 cx_log(vec2 a) {
float rpart = sqrt((a.x*a.x)+(a.y*a.y));
float ipart = atan(a.y,a.x);
if (ipart > PI) ipart=ipart-(2.0*PI);
return vec2(log(rpart),ipart);
}
vec2 as_polar(vec2 z) {
return vec2(
length(z),
atan(z.y, z.x)
);
}
vec2 cx_pow(vec2 v, float p) {
vec2 z = as_polar(v);
return pow(z.x, p) * vec2(cos(z.y * p), sin(z.y * p));
}
float im(vec2 z) {
return ((atan(z.y, z.x) / PI) + 1.0) * 0.5;
}
vec3 pal( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d )
{
return a + b*cos(2.*PI*(c*t+d));
}
// Define our points
vec2 a0 = vec2(0.32, -0.45);
vec2 a1 = vec2(-0.49, -0.32);
vec2 a2 = vec2(-0.31, 0.38);
vec2 a3 = vec2(-0.12, 0.04);
vec2 b0 = vec2(-0.71, 0.53);
vec2 b1 = vec2(0.01, 0.23);
vec2 b2 = vec2(-0.24, 0.31);
vec2 b3 = vec2(-0.01, -0.42);
// Blending colors
void main() {
// Set up our imaginary plane
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
vec2 z = uv * 10.;
vec2 polyA = a0
+ cx_mul(a1, vec2(sin(u_time + z)))
+ cx_mul(a2, vec2(sin(u_time * z)))
+ cx_mul(a3, cx_pow(z, 2.0));
// Calculate the sum of our second polynomial
vec2 polyB = b0
+ cx_mul(b1, vec2(sin(u_time * z)))
+ cx_mul(b2, vec2(sin(u_time * z)))
+ cx_mul(b3, cx_pow(z, 2.));
// Calculate the ratio of our complex polynomials
vec2 result = cx_div(polyA, polyB);
float imaginary = cx_log(result).y ;
// float col = (imaginary / PI);
// pink and blue
// vec3 col = pal(
// imaginary * 2.,
// vec3(abs(sin(u_time / 1.8)),.59,0.93),
// vec3(0.2,0.12,.115),
// vec3(0.2,0.34,.115),
// vec3(abs(sin(u_time / 1.8)),1.13,.112)
// );
// green / red
// vec4 col = vec4(
// pal(imaginary,
// vec3(.52,.45,.61),
// vec3(.40,.42,.31),
// vec3(.26,.30,.35),
// vec3(.15,.4,.4)),
// 1.0);
// red/pink and blue
// vec4 col = vec4(
// pal(imaginary,
// vec3(.92,.25,.61),
// vec3(-1.,.42,.31),
// vec3(.26,.30,.35),
// vec3(.15,.4,.4)),
// 1.0);
// blue / orange / pink / green
float a = 1.0;
vec4 col = vec4(
pal(imaginary,
vec3(a,.25,.61),
vec3(a,.42,.31),
vec3(.26,.30,a),
vec3(.15,.4,a)),
1.0);
// green / yellow / red
// float a = 1.0;
// vec4 col = vec4(
// pal(imaginary,
// vec3(a,.3,.11),
// vec3(a,.52,.31),
// vec3(.26,.30,a),
// vec3(.15,.4,a)),
// 1.0);
// float a = 1.0;
// vec4 col = vec4(
// pal(imaginary,
// vec3(a,.3,.41),
// vec3(a,.52,.41),
// vec3(.26,.30,a),
// vec3(.15,.4,a)),
// 1.0);
// MISC
// vec3 col = pal(
// imaginary * 2.,
// vec3(abs(sin(u_time / 1.8)),.99,1.93),
// vec3(0.2,0.0,.115),
// vec3(0.2,0.1,.115),
// vec3(abs(sin(u_time / 1.8)),0.13,1.112)
// );
// vec3 col = pal(
// imaginary * 2.,
// vec3(abs(sin(u_time / 1.8)),.69,2.93),
// vec3(0.3,0.12,.115),
// vec3(0.3,0.34,.115),
// vec3(abs(sin(u_time / 1.8)),1.13,.112)
// );
// vec3 col = pal(
// imaginary * 2.,
// vec3(abs(sin(u_time / 1.8)),.79,0.93),
// vec3(0.4,0.12,.115),
// vec3(0.4,0.34,.115),
// vec3(abs(sin(u_time / 1.8)),0.93,.112)
// );
// vec3 col = pal(
// imaginary * 2.,
// vec3(abs(cos(u_time / 1.8)),0.11,0.33),
// vec3(0.3,0.12,0.115),
// vec3(0.3,0.94,0.1115),
// vec3(abs(cos(u_time / 1.8)),0.13,.2)
// );
// old
// gl_FragColor = vec4(col, 1.0);
gl_FragColor = col;
}