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modified: shaders/data/monjori.glsl
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shaders/data/monjori.glsl

Lines changed: 33 additions & 27 deletions
Original file line numberDiff line numberDiff line change
@@ -1,30 +1,36 @@
1-
#define PROCESSING_COLOR_SHADER
1+
#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
25

3-
uniform vec2 resolution;
4-
uniform float time;
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uniform vec2 resolution; // viewport resolution (in pixels)
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uniform float time; // time in millis
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6-
void main(void) {
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vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
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float a = time*40.0;
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float d,e,f,g=1.0/40.0,h,i,r,q;
10-
e=400.0*(p.x*0.5+0.5);
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f=400.0*(p.y*0.5+0.5);
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i=200.0+sin(e*g+a/150.0)*20.0;
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d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
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r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
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q=f/r;
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e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
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d=sin(e*g)*176.0+sin(e*g)*164.0+r;
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h=((f+d)+a/2.0)*g;
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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;
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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;
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if(i<0.0) i+=4.0;
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if(i>=2.0) i=4.0-i;
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d=r/350.0;
27-
d+=sin(d*d*8.0)*0.52;
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f=(sin(a*g)+1.0)/2.0;
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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);
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void main( void )
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{
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vec2 p = (2.0 * gl_FragCoord.xy / resolution.xy) - 1.0;
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float a = time * 40.0;
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// declare a bunch of variables.
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float d, g=1.0/40.0,h,i,r,q;
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vec2 ef = 200.0 * (p + 1.0);
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i = 200.0+sin(ef.x*g+a/150.0)*20.0;
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d = 200.0+cos(ef.y*g/2.0)*18.0+cos(ef.x*g)*7.0;
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r = length( vec2(i, d) - ef );
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q = ef.y/r;
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ef = vec2((r*cos(q))-a/2.0, (r*sin(q))-a/2.0);
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d = sin(ef.x*g)*176.0 + sin(ef.x*g)*164.0 + r;
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h = ((ef.y+d)+a/2.0)*g;
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i = cos(h+r*p.x/1.3)*(ef.x+ef.x+a) + cos(q*g*6.0)*(r+h/3.0);
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h = sin(ef.y*g)*144.0-sin(ef.x*g)*212.0*p.x;
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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;
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// Split into 4 segments
29+
i = mod(i/5.6,256.0)/64.0;
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if (i < 0.0) i += 4.0;
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if (i >= 2.0) i = 4.0-i;
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d = r/350.0;
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d += sin(d*d*8.0)*0.52;
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ef.y = (sin(a*g)+1.0)/2.0;
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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);
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}

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