diff options
Diffstat (limited to 'assets/shaders')
-rw-r--r-- | assets/shaders/Deform.frag.glsl | 30 | ||||
-rw-r--r-- | assets/shaders/Fly.frag.glsl | 24 | ||||
-rw-r--r-- | assets/shaders/Julia.frag.glsl | 26 | ||||
-rw-r--r-- | assets/shaders/Keleidoscope.frag.glsl | 29 | ||||
-rw-r--r-- | assets/shaders/Mandel.frag.glsl | 58 | ||||
-rw-r--r-- | assets/shaders/ReliefTunnel.frag.glsl | 38 | ||||
-rw-r--r-- | assets/shaders/SquareTunnel.frag.glsl | 22 | ||||
-rw-r--r-- | assets/shaders/Star.frag.glsl | 31 | ||||
-rw-r--r-- | assets/shaders/Tunnel.frag.glsl | 24 | ||||
-rw-r--r-- | assets/shaders/Twist.frag.glsl | 26 | ||||
-rw-r--r-- | assets/shaders/ZInvert.frag.glsl | 26 | ||||
-rw-r--r-- | assets/shaders/radialBlur.frag.glsl | 46 |
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 | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform float u_time; | ||
6 | uniform float u_speed; | ||
7 | uniform vec2 u_resolution; | ||
8 | //uniform vec4 mouse; | ||
9 | uniform sampler2D u_tex0; | ||
10 | |||
11 | void 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 | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform vec2 u_resolution; | ||
6 | uniform float u_time; | ||
7 | uniform float u_speed; | ||
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 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 | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform vec2 u_resolution; | ||
6 | uniform float u_time; | ||
7 | uniform float u_speed; | ||
8 | |||
9 | void 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 | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform vec2 u_resolution; | ||
6 | uniform float u_time; | ||
7 | uniform float u_speed; | ||
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 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 | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform vec2 u_resolution; | ||
6 | uniform float u_time; | ||
7 | uniform float u_speed; | ||
8 | |||
9 | void 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 | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform vec2 u_resolution; | ||
6 | uniform float u_time; | ||
7 | uniform float u_speed; | ||
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 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 | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform vec2 u_resolution; | ||
6 | uniform float u_time; | ||
7 | uniform float u_speed; | ||
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 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; | ||