|
1 |
| -#define PROCESSING_COLOR_SHADER |
| 1 | +#ifdef GL_ES |
| 2 | +precision mediump float; |
| 3 | +precision mediump int; |
| 4 | +#endif |
2 | 5 |
|
3 |
| -uniform vec2 resolution; |
4 |
| -uniform float time; |
| 6 | +uniform vec2 resolution; // viewport resolution (in pixels) |
| 7 | +uniform float time; // time in millis |
5 | 8 |
|
6 |
| -void main(void) { |
7 |
| - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy; |
8 |
| - float a = time*40.0; |
9 |
| - float d,e,f,g=1.0/40.0,h,i,r,q; |
10 |
| - e=400.0*(p.x*0.5+0.5); |
11 |
| - f=400.0*(p.y*0.5+0.5); |
12 |
| - i=200.0+sin(e*g+a/150.0)*20.0; |
13 |
| - d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0; |
14 |
| - r=sqrt(pow(i-e,2.0)+pow(d-f,2.0)); |
15 |
| - q=f/r; |
16 |
| - e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0; |
17 |
| - d=sin(e*g)*176.0+sin(e*g)*164.0+r; |
18 |
| - h=((f+d)+a/2.0)*g; |
19 |
| - i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0); |
20 |
| - h=sin(f*g)*144.0-sin(e*g)*212.0*p.x; |
21 |
| - h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g; |
22 |
| - i+=cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h); |
23 |
| - i=mod(i/5.6,256.0)/64.0; |
24 |
| - if(i<0.0) i+=4.0; |
25 |
| - if(i>=2.0) i=4.0-i; |
26 |
| - d=r/350.0; |
27 |
| - d+=sin(d*d*8.0)*0.52; |
28 |
| - f=(sin(a*g)+1.0)/2.0; |
29 |
| - gl_FragColor=vec4(vec3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0); |
| 9 | +void main( void ) |
| 10 | +{ |
| 11 | + vec2 p = (2.0 * gl_FragCoord.xy / resolution.xy) - 1.0; |
| 12 | + float a = time * 40.0; |
| 13 | + |
| 14 | + // declare a bunch of variables. |
| 15 | + float d, g=1.0/40.0,h,i,r,q; |
| 16 | + vec2 ef = 200.0 * (p + 1.0); |
| 17 | + i = 200.0+sin(ef.x*g+a/150.0)*20.0; |
| 18 | + d = 200.0+cos(ef.y*g/2.0)*18.0+cos(ef.x*g)*7.0; |
| 19 | + r = length( vec2(i, d) - ef ); |
| 20 | + q = ef.y/r; |
| 21 | + ef = vec2((r*cos(q))-a/2.0, (r*sin(q))-a/2.0); |
| 22 | + d = sin(ef.x*g)*176.0 + sin(ef.x*g)*164.0 + r; |
| 23 | + h = ((ef.y+d)+a/2.0)*g; |
| 24 | + i = cos(h+r*p.x/1.3)*(ef.x+ef.x+a) + cos(q*g*6.0)*(r+h/3.0); |
| 25 | + h = sin(ef.y*g)*144.0-sin(ef.x*g)*212.0*p.x; |
| 26 | + h = (h+(ef.y-ef.x)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g; |
| 27 | + i += cos(h*2.3*sin(a/350.0-q)) * 184.0*sin(q-(r*4.3+a/12.0)*g) + sin(r*g+h)*184.0; |
| 28 | + // Split into 4 segments |
| 29 | + i = mod(i/5.6,256.0)/64.0; |
| 30 | + if (i < 0.0) i += 4.0; |
| 31 | + if (i >= 2.0) i = 4.0-i; |
| 32 | + d = r/350.0; |
| 33 | + d += sin(d*d*8.0)*0.52; |
| 34 | + ef.y = (sin(a*g)+1.0)/2.0; |
| 35 | + gl_FragColor = vec4(vec3(ef.y*i/1.6,i/2.0+d/13.0,i)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0); |
30 | 36 | }
|
0 commit comments