diff options
27 files changed, 904 insertions, 11 deletions
diff --git a/assets/shaders/Deform.frag.glsl b/assets/shaders/Deform.frag.glsl new file mode 100644 index 00000000..1dbe45a0 --- /dev/null +++ b/assets/shaders/Deform.frag.glsl | |||
@@ -0,0 +1,29 @@ | |||
1 | #ifdef GL_ES | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform float u_time; | ||
6 | uniform vec2 u_resolution; | ||
7 | //uniform vec4 mouse; | ||
8 | uniform sampler2D u_tex0; | ||
9 | |||
10 | void main(void) | ||
11 | { | ||
12 | vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; | ||
13 | //vec2 m = -1.0 + 2.0 * mouse.xy / u_resolution.xy; | ||
14 | vec2 m = vec2(-.8, .8); | ||
15 | |||
16 | float a1 = atan(p.y-m.y,p.x-m.x); | ||
17 | float r1 = sqrt(dot(p-m,p-m)); | ||
18 | float a2 = atan(p.y+m.y,p.x+m.x); | ||
19 | float r2 = sqrt(dot(p+m,p+m)); | ||
20 | |||
21 | vec2 uv; | ||
22 | uv.x = 0.2*u_time + (r1-r2)*0.25; | ||
23 | uv.y = sin(2.0*(a1-a2)); | ||
24 | |||
25 | float w = r1*r2*0.8; | ||
26 | vec3 col = texture2D(u_tex0,uv).xyz; | ||
27 | |||
28 | gl_FragColor = vec4(col/(.1+w),1.0); | ||
29 | } \ No newline at end of file | ||
diff --git a/assets/shaders/Flag.vert.glsl b/assets/shaders/Flag.vert.glsl new file mode 100644 index 00000000..7dc932a7 --- /dev/null +++ b/assets/shaders/Flag.vert.glsl | |||
@@ -0,0 +1,35 @@ | |||
1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> | ||
4 | (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. | ||
5 | </copyright> */ | ||
6 | |||
7 | |||
8 | #ifdef GL_ES | ||
9 | precision highp float; | ||
10 | #endif | ||
11 | |||
12 | |||
13 | // attributes | ||
14 | attribute vec3 a_pos; | ||
15 | attribute vec2 texcoord; | ||
16 | |||
17 | // scalar uniforms | ||
18 | uniform float u_time; | ||
19 | |||
20 | // matrix uniforms | ||
21 | uniform mat4 u_mvMatrix; | ||
22 | uniform mat4 u_projMatrix; | ||
23 | uniform mat4 u_worldMatrix; | ||
24 | |||
25 | void main() | ||
26 | { | ||
27 | float angle = (u_time%360)*2; | ||
28 | |||
29 | a_pos.z = sin( a_pos.x + angle); | ||
30 | a_pos.z += sin( a_pos.y/2 + angle); | ||
31 | a_pos.z *= a_pos.x * 0.09; | ||
32 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0) ; | ||
33 | |||
34 | gl_FragColor = v_color; | ||
35 | } | ||
diff --git a/assets/shaders/Fly.frag.glsl b/assets/shaders/Fly.frag.glsl new file mode 100644 index 00000000..f99b5ab8 --- /dev/null +++ b/assets/shaders/Fly.frag.glsl | |||
@@ -0,0 +1,23 @@ | |||
1 | #ifdef GL_ES | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform vec2 u_resolution; | ||
6 | uniform float u_time; | ||
7 | uniform sampler2D u_tex0; | ||
8 | |||
9 | void main(void) | ||
10 | { | ||
11 | vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; | ||
12 | vec2 uv; | ||
13 | |||
14 | float an = u_time*.25; | ||
15 | |||
16 | float x = p.x*cos(an)-p.y*sin(an); | ||
17 | float y = p.x*sin(an)+p.y*cos(an); | ||
18 | |||
19 | uv.x = .25*x/abs(y); | ||
20 | uv.y = .20*u_time + .25/abs(y); | ||
21 | |||
22 | gl_FragColor = vec4(texture2D(u_tex0,uv).xyz * y*y, 1.0); | ||
23 | } | ||
diff --git a/assets/shaders/Julia.frag.glsl b/assets/shaders/Julia.frag.glsl new file mode 100644 index 00000000..68cda703 --- /dev/null +++ b/assets/shaders/Julia.frag.glsl | |||
@@ -0,0 +1,25 @@ | |||
1 | #ifdef GL_ES | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform vec2 u_resolution; | ||
6 | uniform float u_time; | ||
7 | |||
8 | void main(void) | ||
9 | { | ||
10 | 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 | |||
13 | float dmin = 1000.0; | ||
14 | vec2 z = p*vec2(1.33,1.0); | ||
15 | for( int i=0; i<64; i++ ) | ||
16 | { | ||
17 | z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ); | ||
18 | float m2 = dot(z,z); | ||
19 | if( m2>100.0 ) break; | ||
20 | dmin=min(dmin,m2); | ||
21 | } | ||
22 | |||
23 | float color = sqrt(sqrt(dmin))*0.7; | ||
24 | gl_FragColor = vec4(color,color,color,1.0); | ||
25 | } \ No newline at end of file | ||
diff --git a/assets/shaders/Keleidoscope.frag.glsl b/assets/shaders/Keleidoscope.frag.glsl new file mode 100644 index 00000000..7d1bdb17 --- /dev/null +++ b/assets/shaders/Keleidoscope.frag.glsl | |||
@@ -0,0 +1,25 @@ | |||
1 | #ifdef GL_ES | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform vec2 u_resolution; | ||
6 | uniform float u_time; | ||
7 | uniform sampler2D u_tex0; | ||
8 | |||
9 | void main(void) | ||
10 | { | ||
11 | vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; | ||
12 | vec2 uv; | ||
13 | |||
14 | float a = atan(p.y,p.x); | ||
15 | float r = sqrt(dot(p,p)); | ||
16 | |||
17 | 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); | ||
19 | |||
20 | float w = .5+.5*(sin(u_time+7.0*r)+ .7*cos(u_time+7.0*a)); | ||
21 | |||
22 | vec3 col = texture2D(u_tex0,uv*.5).xyz; | ||
23 | |||
24 | gl_FragColor = vec4(col*w,1.0); | ||
25 | } \ No newline at end of file | ||
diff --git a/assets/shaders/Mandel.frag.glsl b/assets/shaders/Mandel.frag.glsl new file mode 100644 index 00000000..6465899d --- /dev/null +++ b/assets/shaders/Mandel.frag.glsl | |||
@@ -0,0 +1,55 @@ | |||
1 | #ifdef GL_ES | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform vec2 u_resolution; | ||
6 | uniform float u_time; | ||
7 | |||
8 | void main(void) | ||
9 | { | ||
10 | vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; | ||
11 | p.x *= u_resolution.x/u_resolution.y; | ||
12 | |||
13 | float zoo = .62+.38*sin(.1*u_time); | ||
14 | float coa = cos( 0.1*(1.0-zoo)*u_time ); | ||
15 | float sia = sin( 0.1*(1.0-zoo)*u_time ); | ||
16 | zoo = pow( zoo,8.0); | ||
17 | vec2 xy = vec2( p.x*coa-p.y*sia, p.x*sia+p.y*coa); | ||
18 | vec2 cc = vec2(-.745,.186) + xy*zoo; | ||
19 | |||
20 | vec2 z = vec2(0.0); | ||
21 | vec2 z2 = z*z; | ||
22 | float m2; | ||
23 | float co = 0.0; | ||
24 | |||
25 | |||
26 | // chrome/angelproject/nvidia/glslES don't seem to like to "break" a loop... | ||
27 | // so we have to rewrite it in another way | ||
28 | /* | ||
29 | for( int i=0; i<256; i++ ) | ||
30 | { | ||
31 | z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ); | ||
32 | m2 = dot(z,z); | ||
33 | if( m2>1024.0 ) break; | ||
34 | co += 1.0; | ||
35 | } | ||
36 | */ | ||
37 | |||
38 | for( int i=0; i<256; i++ ) | ||
39 | { | ||
40 | if( m2<1024.0 ) | ||
41 | { | ||
42 | z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ); | ||
43 | m2 = dot(z,z); | ||
44 | co += 1.0; | ||
45 | } | ||
46 | } | ||
47 | |||
48 | co = co + 1.0 - log2(.5*log2(m2)); | ||
49 | |||
50 | co = sqrt(co/256.0); | ||
51 | gl_FragColor = vec4( .5+.5*cos(6.2831*co+0.0), | ||
52 | .5+.5*cos(6.2831*co+0.4), | ||
53 | .5+.5*cos(6.2831*co+0.7), | ||
54 | 1.0 ); | ||
55 | } \ No newline at end of |