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authorhwc4872012-06-07 17:07:21 -0700
committerhwc4872012-06-07 17:07:21 -0700
commitdb2bb0ab5d2747f0d07878e3b8a7d2d10c755110 (patch)
tree7e3ca8a757aa0c28ccdbef2e773f54a5cfc13a98 /assets/shaders
parent6c994c4b90023cecf4fd0caafb404b859fe28f54 (diff)
downloadninja-db2bb0ab5d2747f0d07878e3b8a7d2d10c755110.tar.gz
Material cleanup
Diffstat (limited to 'assets/shaders')
-rw-r--r--assets/shaders/Deform.frag.glsl3
-rw-r--r--assets/shaders/Fly.frag.glsl5
-rw-r--r--assets/shaders/Julia.frag.glsl3
-rw-r--r--assets/shaders/Keleidoscope.frag.glsl8
4 files changed, 13 insertions, 6 deletions
diff --git a/assets/shaders/Deform.frag.glsl b/assets/shaders/Deform.frag.glsl
index 1dbe45a0..a2bb4fa0 100644
--- a/assets/shaders/Deform.frag.glsl
+++ b/assets/shaders/Deform.frag.glsl
@@ -3,6 +3,7 @@ precision highp float;
3#endif 3#endif
4 4
5uniform float u_time; 5uniform float u_time;
6uniform float u_speed;
6uniform vec2 u_resolution; 7uniform vec2 u_resolution;
7//uniform vec4 mouse; 8//uniform vec4 mouse;
8uniform sampler2D u_tex0; 9uniform sampler2D u_tex0;
@@ -19,7 +20,7 @@ void main(void)
19 float r2 = sqrt(dot(p+m,p+m)); 20 float r2 = sqrt(dot(p+m,p+m));
20 21
21 vec2 uv; 22 vec2 uv;
22 uv.x = 0.2*u_time + (r1-r2)*0.25; 23 uv.x = 0.2*u_time*u_speed + (r1-r2)*0.25;
23 uv.y = sin(2.0*(a1-a2)); 24 uv.y = sin(2.0*(a1-a2));
24 25
25 float w = r1*r2*0.8; 26 float w = r1*r2*0.8;
diff --git a/assets/shaders/Fly.frag.glsl b/assets/shaders/Fly.frag.glsl
index f99b5ab8..d36928a1 100644
--- a/assets/shaders/Fly.frag.glsl
+++ b/assets/shaders/Fly.frag.glsl
@@ -4,6 +4,7 @@ precision highp float;
4 4
5uniform vec2 u_resolution; 5uniform vec2 u_resolution;
6uniform float u_time; 6uniform float u_time;
7uniform float u_speed;
7uniform sampler2D u_tex0; 8uniform sampler2D u_tex0;
8 9
9void main(void) 10void main(void)
@@ -11,13 +12,13 @@ void main(void)
11 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; 12 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
12 vec2 uv; 13 vec2 uv;
13 14
14 float an = u_time*.25; 15 float an = u_time*u_speed*.25;
15 16
16 float x = p.x*cos(an)-p.y*sin(an); 17 float x = p.x*cos(an)-p.y*sin(an);
17 float y = p.x*sin(an)+p.y*cos(an); 18 float y = p.x*sin(an)+p.y*cos(an);
18 19
19 uv.x = .25*x/abs(y); 20 uv.x = .25*x/abs(y);
20 uv.y = .20*u_time + .25/abs(y); 21 uv.y = .20*u_time*u_speed + .25/abs(y);
21 22
22 gl_FragColor = vec4(texture2D(u_tex0,uv).xyz * y*y, 1.0); 23 gl_FragColor = vec4(texture2D(u_tex0,uv).xyz * y*y, 1.0);
23} 24}
diff --git a/assets/shaders/Julia.frag.glsl b/assets/shaders/Julia.frag.glsl
index 68cda703..7e616c40 100644
--- a/assets/shaders/Julia.frag.glsl
+++ b/assets/shaders/Julia.frag.glsl
@@ -4,11 +4,12 @@ precision highp float;
4 4
5uniform vec2 u_resolution; 5uniform vec2 u_resolution;
6uniform float u_time; 6uniform float u_time;
7uniform float u_speed;
7 8
8void main(void) 9void main(void)
9{ 10{
10 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; 11 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
11 vec2 cc = vec2( cos(.25*u_time), sin(.25*u_time*1.423) ); 12 vec2 cc = vec2( cos(.25*u_time*u_speed), sin(.25*u_time*u_speed*1.423) );
12 13
13 float dmin = 1000.0; 14 float dmin = 1000.0;
14 vec2 z = p*vec2(1.33,1.0); 15 vec2 z = p*vec2(1.33,1.0);
diff --git a/assets/shaders/Keleidoscope.frag.glsl b/assets/shaders/Keleidoscope.frag.glsl
index 7d1bdb17..7d95a95b 100644
--- a/assets/shaders/Keleidoscope.frag.glsl
+++ b/assets/shaders/Keleidoscope.frag.glsl
@@ -4,20 +4,24 @@ precision highp float;
4 4
5uniform vec2 u_resolution; 5uniform vec2 u_resolution;
6uniform float u_time; 6uniform float u_time;
7uniform float u_speed;
7uniform sampler2D u_tex0; 8uniform sampler2D u_tex0;
8 9
9void main(void) 10void main(void)
10{ 11{
11 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; 12 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
12 vec2 uv; 13 vec2 uv;
14
15 float time = u_time * u_speed;
13 16
14 float a = atan(p.y,p.x); 17 float a = atan(p.y,p.x);
15 float r = sqrt(dot(p,p)); 18 float r = sqrt(dot(p,p));
16 19
17 uv.x = 7.0*a/3.1416; 20 uv.x = 7.0*a/3.1416;
18 uv.y = -u_time+ sin(7.0*r+u_time) + .7*cos(u_time+7.0*a); 21 uv.y = -time + sin(7.0*r+time) + .7*cos(
22 +7.0*a);
19 23
20 float w = .5+.5*(sin(u_time+7.0*r)+ .7*cos(u_time+7.0*a)); 24 float w = .5+.5*(sin(time+7.0*r)+ .7*cos(time+7.0*a));
21 25
22 vec3 col = texture2D(u_tex0,uv*.5).xyz; 26 vec3 col = texture2D(u_tex0,uv*.5).xyz;
23 27