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-rw-r--r--assets/shaders/Deform.frag.glsl30
-rw-r--r--assets/shaders/Fly.frag.glsl24
-rw-r--r--assets/shaders/Julia.frag.glsl26
-rw-r--r--assets/shaders/Keleidoscope.frag.glsl29
-rw-r--r--assets/shaders/Mandel.frag.glsl58
-rw-r--r--assets/shaders/ReliefTunnel.frag.glsl38
-rw-r--r--assets/shaders/SquareTunnel.frag.glsl22
-rw-r--r--assets/shaders/Star.frag.glsl31
-rw-r--r--assets/shaders/Tunnel.frag.glsl24
-rw-r--r--assets/shaders/Twist.frag.glsl26
-rw-r--r--assets/shaders/ZInvert.frag.glsl26
-rw-r--r--assets/shaders/radialBlur.frag.glsl46
12 files changed, 0 insertions, 380 deletions
diff --git a/assets/shaders/Deform.frag.glsl b/assets/shaders/Deform.frag.glsl
deleted file mode 100644
index a2bb4fa0..00000000
--- a/assets/shaders/Deform.frag.glsl
+++ /dev/null
@@ -1,30 +0,0 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform float u_time;
6uniform float u_speed;
7uniform vec2 u_resolution;
8//uniform vec4 mouse;
9uniform sampler2D u_tex0;
10
11void main(void)
12{
13 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
14 //vec2 m = -1.0 + 2.0 * mouse.xy / u_resolution.xy;
15 vec2 m = vec2(-.8, .8);
16
17 float a1 = atan(p.y-m.y,p.x-m.x);
18 float r1 = sqrt(dot(p-m,p-m));
19 float a2 = atan(p.y+m.y,p.x+m.x);
20 float r2 = sqrt(dot(p+m,p+m));
21
22 vec2 uv;
23 uv.x = 0.2*u_time*u_speed + (r1-r2)*0.25;
24 uv.y = sin(2.0*(a1-a2));
25
26 float w = r1*r2*0.8;
27 vec3 col = texture2D(u_tex0,uv).xyz;
28
29 gl_FragColor = vec4(col/(.1+w),1.0);
30} \ No newline at end of file
diff --git a/assets/shaders/Fly.frag.glsl b/assets/shaders/Fly.frag.glsl
deleted file mode 100644
index d36928a1..00000000
--- a/assets/shaders/Fly.frag.glsl
+++ /dev/null
@@ -1,24 +0,0 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform vec2 u_resolution;
6uniform float u_time;
7uniform float u_speed;
8uniform sampler2D u_tex0;
9
10void main(void)
11{
12 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
13 vec2 uv;
14
15 float an = u_time*u_speed*.25;
16
17 float x = p.x*cos(an)-p.y*sin(an);
18 float y = p.x*sin(an)+p.y*cos(an);
19
20 uv.x = .25*x/abs(y);
21 uv.y = .20*u_time*u_speed + .25/abs(y);
22
23 gl_FragColor = vec4(texture2D(u_tex0,uv).xyz * y*y, 1.0);
24}
diff --git a/assets/shaders/Julia.frag.glsl b/assets/shaders/Julia.frag.glsl
deleted file mode 100644
index 7e616c40..00000000
--- a/assets/shaders/Julia.frag.glsl
+++ /dev/null
@@ -1,26 +0,0 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform vec2 u_resolution;
6uniform float u_time;
7uniform float u_speed;
8
9void main(void)
10{
11 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
12 vec2 cc = vec2( cos(.25*u_time*u_speed), sin(.25*u_time*u_speed*1.423) );
13
14 float dmin = 1000.0;
15 vec2 z = p*vec2(1.33,1.0);
16 for( int i=0; i<64; i++ )
17 {
18 z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y );
19 float m2 = dot(z,z);
20 if( m2>100.0 ) break;
21 dmin=min(dmin,m2);
22 }
23
24 float color = sqrt(sqrt(dmin))*0.7;
25 gl_FragColor = vec4(color,color,color,1.0);
26} \ No newline at end of file
diff --git a/assets/shaders/Keleidoscope.frag.glsl b/assets/shaders/Keleidoscope.frag.glsl
deleted file mode 100644
index 7d95a95b..00000000
--- a/assets/shaders/Keleidoscope.frag.glsl
+++ /dev/null
@@ -1,29 +0,0 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform vec2 u_resolution;
6uniform float u_time;
7uniform float u_speed;
8uniform sampler2D u_tex0;
9
10void main(void)
11{
12 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
13 vec2 uv;
14
15 float time = u_time * u_speed;
16
17 float a = atan(p.y,p.x);
18 float r = sqrt(dot(p,p));
19
20 uv.x = 7.0*a/3.1416;
21 uv.y = -time + sin(7.0*r+time) + .7*cos(
22 +7.0*a);
23
24 float w = .5+.5*(sin(time+7.0*r)+ .7*cos(time+7.0*a));
25
26 vec3 col = texture2D(u_tex0,uv*.5).xyz;
27
28 gl_FragColor = vec4(col*w,1.0);
29} \ No newline at end of file
diff --git a/assets/shaders/Mandel.frag.glsl b/assets/shaders/Mandel.frag.glsl
deleted file mode 100644
index 62be76b9..00000000
--- a/assets/shaders/Mandel.frag.glsl
+++ /dev/null
@@ -1,58 +0,0 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform vec2 u_resolution;
6uniform float u_time;
7uniform float u_speed;
8
9void main(void)
10{
11 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
12 p.x *= u_resolution.x/u_resolution.y;
13
14 float time = u_time * u_speed;
15
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 );
19 zoo = pow( zoo,8.0);
20 vec2 xy = vec2( p.x*coa-p.y*sia, p.x*sia+p.y*coa);
21 vec2 cc = vec2(-.745,.186) + xy*zoo;
22
23 vec2 z = vec2(0.0);
24 vec2 z2 = z*z;
25 float m2;
26 float co = 0.0;
27
28
29 // chrome/angelproject/nvidia/glslES don't seem to like to "break" a loop...
30 // so we have to rewrite it in another way
31/*
32 for( int i=0; i<256; i++ )
33 {
34 z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y );
35 m2 = dot(z,z);
36 if( m2>1024.0 ) break;
37 co += 1.0;
38 }
39*/
40
41 for( int i=0; i<256; i++ )
42 {
43 if( m2<1024.0 )
44 {
45 z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y );
46 m2 = dot(z,z);
47 co += 1.0;
48 }
49 }
50
51 co = co + 1.0 - log2(.5*log2(m2));
52
53 co = sqrt(co/256.0);
54 gl_FragColor = vec4( .5+.5*cos(6.2831*co+0.0),
55 .5+.5*cos(6.2831*co+0.4),
56 .5+.5*cos(6.2831*co+0.7),
57 1.0 );
58} \ No newline at end of file
diff --git a/assets/shaders/ReliefTunnel.frag.glsl b/assets/shaders/ReliefTunnel.frag.glsl
deleted file mode 100644
index 5bd727cf..00000000
--- a/assets/shaders/ReliefTunnel.frag.glsl
+++ /dev/null
@@ -1,38 +0,0 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform vec2 u_resolution;
6uniform float u_time;
7uniform float u_speed;
8uniform sampler2D u_tex0;
9
10void main(void)
11{
12 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
13 vec2 uv;
14
15 float time = u_time * u_speed;
16
17 float r = sqrt( dot(p,p) );
18 float a = atan(p.y,p.x) + 0.5*sin(0.5*r-0.5*time);
19
20 float s = 0.5 + 0.5*cos(7.0*a);
21 s = smoothstep(0.0,1.0,s);
22 s = smoothstep(0.0,1.0,s);
23 s = smoothstep(0.0,1.0,s);
24 s = smoothstep(0.0,1.0,s);
25
26 uv.x = time + 1.0/( r + .2*s);
27 uv.y = 3.0*a/3.1416;
28
29 float w = (0.5 + 0.5*s)*r*r;
30
31 vec3 col = texture2D(u_tex0,uv).xyz;
32
33 float ao = 0.5 + 0.5*cos(7.0*a);
34 ao = smoothstep(0.0,0.4,ao)-smoothstep(0.4,0.7,ao);
35 ao = 1.0-0.5*ao*r;
36
37 gl_FragColor = vec4(col*w*ao,1.0);
38}
diff --git a/assets/shaders/SquareTunnel.frag.glsl b/assets/shaders/SquareTunnel.frag.glsl
deleted file mode 100644
index 1298a03a..00000000
--- a/assets/shaders/SquareTunnel.frag.glsl
+++ /dev/null
@@ -1,22 +0,0 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform vec2 u_resolution;
6uniform float u_time;
7uniform float u_speed;
8uniform sampler2D u_tex0;
9
10void main(void)
11{
12 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
13 vec2 uv;
14
15 float r = pow( pow(p.x*p.x,16.0) + pow(p.y*p.y,16.0), 1.0/32.0 );
16 uv.x = 0.5*u_time*u_speed + 0.5/r;