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-rw-r--r--assets/shaders/Mandel.frag.glsl9
-rw-r--r--assets/shaders/ReliefTunnel.frag.glsl7
-rw-r--r--assets/shaders/SquareTunnel.frag.glsl3
-rw-r--r--assets/shaders/Star.frag.glsl11
-rw-r--r--assets/shaders/Tunnel.frag.glsl3
-rw-r--r--assets/shaders/Twist.frag.glsl7
-rw-r--r--assets/shaders/ZInvert.frag.glsl7
-rw-r--r--assets/shaders/radialBlur.frag.glsl5
8 files changed, 34 insertions, 18 deletions
diff --git a/assets/shaders/Mandel.frag.glsl b/assets/shaders/Mandel.frag.glsl
index 6465899d..62be76b9 100644
--- a/assets/shaders/Mandel.frag.glsl
+++ b/assets/shaders/Mandel.frag.glsl
@@ -4,15 +4,18 @@ 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 p.x *= u_resolution.x/u_resolution.y; 12 p.x *= u_resolution.x/u_resolution.y;
12 13
13 float zoo = .62+.38*sin(.1*u_time); 14 float time = u_time * u_speed;
14 float coa = cos( 0.1*(1.0-zoo)*u_time ); 15
15 float sia = sin( 0.1*(1.0-zoo)*u_time ); 16 float zoo = .62+.38*sin(.1*time);
17 float coa = cos( 0.1*(1.0-zoo)*time );
18 float sia = sin( 0.1*(1.0-zoo)*time );
16 zoo = pow( zoo,8.0); 19 zoo = pow( zoo,8.0);
17 vec2 xy = vec2( p.x*coa-p.y*sia, p.x*sia+p.y*coa); 20 vec2 xy = vec2( p.x*coa-p.y*sia, p.x*sia+p.y*coa);
18 vec2 cc = vec2(-.745,.186) + xy*zoo; 21 vec2 cc = vec2(-.745,.186) + xy*zoo;
diff --git a/assets/shaders/ReliefTunnel.frag.glsl b/assets/shaders/ReliefTunnel.frag.glsl
index cee707db..5bd727cf 100644
--- a/assets/shaders/ReliefTunnel.frag.glsl
+++ b/assets/shaders/ReliefTunnel.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)
@@ -11,8 +12,10 @@ 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
15 float time = u_time * u_speed;
16
14 float r = sqrt( dot(p,p) ); 17 float r = sqrt( dot(p,p) );
15 float a = atan(p.y,p.x) + 0.5*sin(0.5*r-0.5*u_time); 18 float a = atan(p.y,p.x) + 0.5*sin(0.5*r-0.5*time);
16 19
17 float s = 0.5 + 0.5*cos(7.0*a); 20 float s = 0.5 + 0.5*cos(7.0*a);
18 s = smoothstep(0.0,1.0,s); 21 s = smoothstep(0.0,1.0,s);
@@ -20,7 +23,7 @@ void main(void)
20 s = smoothstep(0.0,1.0,s); 23 s = smoothstep(0.0,1.0,s);
21 s = smoothstep(0.0,1.0,s); 24 s = smoothstep(0.0,1.0,s);
22 25
23 uv.x = u_time + 1.0/( r + .2*s); 26 uv.x = time + 1.0/( r + .2*s);
24 uv.y = 3.0*a/3.1416; 27 uv.y = 3.0*a/3.1416;
25 28
26 float w = (0.5 + 0.5*s)*r*r; 29 float w = (0.5 + 0.5*s)*r*r;
diff --git a/assets/shaders/SquareTunnel.frag.glsl b/assets/shaders/SquareTunnel.frag.glsl
index 51ef7b7c..1298a03a 100644
--- a/assets/shaders/SquareTunnel.frag.glsl
+++ b/assets/shaders/SquareTunnel.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)
@@ -12,7 +13,7 @@ void main(void)
12 vec2 uv; 13 vec2 uv;
13 14
14 float r = pow( pow(p.x*p.x,16.0) + pow(p.y*p.y,16.0), 1.0/32.0 ); 15 float r = pow( pow(p.x*p.x,16.0) + pow(p.y*p.y,16.0), 1.0/32.0 );
15 uv.x = .5*u_time + 0.5/r; 16 uv.x = 0.5*u_time*u_speed + 0.5/r;
16 uv.y = 1.0*atan(p.y,p.x)/3.1416; 17 uv.y = 1.0*atan(p.y,p.x)/3.1416;
17 18
18 vec3 col = texture2D(u_tex0,uv).xyz; 19 vec3 col = texture2D(u_tex0,uv).xyz;
diff --git a/assets/shaders/Star.frag.glsl b/assets/shaders/Star.frag.glsl
index f63fe605..f61f43c9 100644
--- a/assets/shaders/Star.frag.glsl
+++ b/assets/shaders/Star.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;
7uniform sampler2D u_tex0; 8uniform sampler2D u_tex0;
8 9
@@ -10,17 +11,19 @@ void main(void)
10{ 11{
11 vec2 uv; 12 vec2 uv;
12 13
14 float time = u_time * u_speed;
15
13 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; 16 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
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 float s = r * (1.0+0.8*cos(u_time*1.0)); 19 float s = r * (1.0+0.8*cos(time*1.0));
17 20
18 uv.x = .02*p.y+.03*cos(-u_time+a*3.0)/s; 21 uv.x = .02*p.y+.03*cos(-time+a*3.0)/s;
19 uv.y = .1*u_time +.02*p.x+.03*sin(-u_time+a*3.0)/s; 22 uv.y = .1*time +.02*p.x+.03*sin(-time+a*3.0)/s;
20 23
21 float w = .9 + pow(max(1.5-r,0.0),4.0); 24 float w = .9 + pow(max(1.5-r,0.0),4.0);
22 25
23 w*=0.6+0.4*cos(u_time+3.0*a); 26 w*=0.6+0.4*cos(time+3.0*a);
24 27
25 vec3 col = texture2D(u_tex0,uv).xyz; 28 vec3 col = texture2D(u_tex0,uv).xyz;
26 29
diff --git a/assets/shaders/Tunnel.frag.glsl b/assets/shaders/Tunnel.frag.glsl
index 9deb52fb..def28e2e 100644
--- a/assets/shaders/Tunnel.frag.glsl
+++ b/assets/shaders/Tunnel.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)
@@ -14,7 +15,7 @@ void main(void)
14 float a = atan(p.y,p.x); 15 float a = atan(p.y,p.x);
15 float r = sqrt(dot(p,p)); 16 float r = sqrt(dot(p,p));
16 17
17 uv.x = .75*u_time+.1/r; 18 uv.x = .75*u_time*u_speed + .1/r;
18 uv.y = a/3.1416; 19 uv.y = a/3.1416;
19 20
20 vec3 col = texture2D(u_tex0,uv).xyz; 21 vec3 col = texture2D(u_tex0,uv).xyz;
diff --git a/assets/shaders/Twist.frag.glsl b/assets/shaders/Twist.frag.glsl
index b7477747..ab66cdae 100644
--- a/assets/shaders/Twist.frag.glsl
+++ b/assets/shaders/Twist.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)
@@ -14,8 +15,10 @@ void main(void)
14 float a = atan(p.y,p.x); 15 float a = atan(p.y,p.x);
15 float r = sqrt(dot(p,p)); 16 float r = sqrt(dot(p,p));
16 17
17 uv.x = r - .25*u_time; 18 float time = u_time * u_speed;
18 uv.y = cos(a*5.0 + 2.0*sin(u_time+7.0*r)) ; 19
20 uv.x = r - .25*time;
21 uv.y = cos(a*5.0 + 2.0*sin(time+7.0*r)) ;
19 22
20 vec3 col = (.5+.5*uv.y)*texture2D(u_tex0,uv).xyz; 23 vec3 col = (.5+.5*uv.y)*texture2D(u_tex0,uv).xyz;
21 24
diff --git a/assets/shaders/ZInvert.frag.glsl b/assets/shaders/ZInvert.frag.glsl
index b1fd1748..1566b881 100644
--- a/assets/shaders/ZInvert.frag.glsl
+++ b/assets/shaders/ZInvert.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)
@@ -11,11 +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
15 float time = u_time * u_speed;
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 = cos(0.6+u_time) + cos(cos(1.2+u_time)+a)/r; 20 uv.x = cos(0.6+time) + cos(cos(1.2+time)+a)/r;
18 uv.y = cos(0.3+u_time) + sin(cos(2.0+u_time)+a)/r; 21 uv.y = cos(0.3+time) + sin(cos(2.0+time)+a)/r;
19 22
20 vec3 col = texture2D(u_tex0,uv*.25).xyz; 23 vec3 col = texture2D(u_tex0,uv*.25).xyz;
21 24
diff --git a/assets/shaders/radialBlur.frag.glsl b/assets/shaders/radialBlur.frag.glsl
index 673d082a..c4520e58 100644
--- a/assets/shaders/radialBlur.frag.glsl
+++ b/assets/shaders/radialBlur.frag.glsl
@@ -3,15 +3,14 @@ precision highp float;
3 3
4uniform vec2 u_resolution; 4uniform vec2 u_resolution;
5uniform float u_time; 5uniform float u_time;
6uniform vec4 color; 6uniform float u_speed;
7uniform sampler2D u_tex0; 7uniform sampler2D u_tex0;
8 8
9vec3 deform( in vec2 p ) 9vec3 deform( in vec2 p )
10{ 10{
11 vec2 uv; 11 vec2 uv;
12 12
13 //float time = color.x; 13 float time = u_time * u_speed;