parent
2c3c105ca7
commit
6e1d8e6c6f
@ -0,0 +1,79 @@ |
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#version 120 |
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uniform vec2 u_resolution; |
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uniform float u_time; |
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uniform sampler2D source; |
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uniform float u_mouse; |
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uniform float value = 0.2; |
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uniform int octaves=8; |
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|
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float random (in vec2 st) { |
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return fract(sin(dot(st.xy, |
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vec2(12.9898,78.233)))* |
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43758.5453123); |
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} |
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float noise(in vec2 st) { |
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vec2 i = floor(st); |
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vec2 f = fract(st); |
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float a = random(i); |
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float b = random(i + vec2(1.0, 0.0)); |
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float c = random(i + vec2(0.0, 1.0)); |
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float d = random(i + vec2(1.0, 1.0)); |
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vec2 u = f * f * (3.0 - 2.0 * f); |
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return mix(a, b, u.x) + |
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(c - a) * u.y * (1.0 - u.x) + |
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(d - b) * u.x * u.y; |
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} |
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|
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float fbm(in vec2 st) { |
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float v = 0.0; |
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float a = 0.5; |
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vec2 shift = vec2(100.0); |
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mat2 rot = mat2(cos(0.5), sin(0.5), |
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-sin(0.5), cos(0.5)); |
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for(int i = 0; i < octaves; i++) { |
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v += a * noise(st); |
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st = rot * st * 2.0 + shift; |
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a *= 0.5; |
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} |
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return v; |
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} |
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|
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void main() { |
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vec2 st = gl_FragCoord.xy/u_resolution.xy * 3.0; |
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vec3 color = vec3(0.0); |
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float speed = u_time * 10.0; |
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float value = 0.8; // cos(u_time) * cos(u_time); |
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vec2 q = vec2(0.0); |
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q.x = fbm(st + 0.00 * speed); |
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q.y = fbm(st + vec2(1.0)); |
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vec2 r = vec2(0,0); |
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r.x += fbm( st + 1.0*q + vec2(1.0, 0.0)+ 0.15* speed ); |
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r.y += fbm( st + 1.0*q + vec2(-1.0, 0.0)+ 0.126* speed); |
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float f = fbm(st * r); |
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color = mix(vec3(0.666667,0.619608, 0.122777), |
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vec3(0.666667,0.666667,0.498039), |
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clamp((f*f)*4.0,0.0,1.0)); |
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color = mix(color, |
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vec3(0.666667, 0.122222, 0.0666667), |
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clamp(length(r.x), 0.0, 1.0)); |
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color *= (f*f*f+0.5*f*f+0.6*f) * value; |
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vec4 pixel = texture2D(source, gl_TexCoord[0].xy); |
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float mask = color.r * pixel.a; |
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gl_FragColor = gl_Color * vec4(color, mask) + pixel; |
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} |
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@ -0,0 +1,79 @@ |
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#version 120 |
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uniform vec2 u_resolution; |
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uniform float u_time; |
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uniform sampler2D source; |
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uniform float u_mouse; |
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uniform float value = 0.2; |
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uniform int octaves=8; |
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|
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float random (in vec2 st) { |
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return fract(sin(dot(st.xy, |
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vec2(12.9898,78.233)))* |
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43758.5453123); |
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} |
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|
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float noise(in vec2 st) { |
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vec2 i = floor(st); |
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vec2 f = fract(st); |
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float a = random(i); |
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float b = random(i + vec2(1.0, 0.0)); |
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float c = random(i + vec2(0.0, 1.0)); |
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float d = random(i + vec2(1.0, 1.0)); |
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vec2 u = f * f * (3.0 - 2.0 * f); |
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return mix(a, b, u.x) + |
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(c - a) * u.y * (1.0 - u.x) + |
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(d - b) * u.x * u.y; |
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} |
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float fbm(in vec2 st) { |
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float v = 0.0; |
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float a = 0.5; |
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vec2 shift = vec2(100.0); |
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mat2 rot = mat2(cos(0.5), sin(0.5), |
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-sin(0.5), cos(0.5)); |
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for(int i = 0; i < octaves; i++) { |
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v += a * noise(st); |
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st = rot * st * 2.0 + shift; |
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a *= 0.5; |
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} |
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return v; |
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} |
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void main() { |
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vec2 st = gl_FragCoord.xy/u_resolution.xy * 3.0; |
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vec3 color = vec3(0.0); |
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float speed = u_time * 40.0; |
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float value = cos(u_time) * cos(u_time); |
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vec2 q = vec2(0.0); |
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q.x = fbm(st + 0.00 * speed); |
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q.y = fbm(st + vec2(1.0)); |
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vec2 r = vec2(0,0); |
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r.x += fbm( st + 1.0*q + vec2(1.0, 0.0)+ 0.15* speed ); |
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r.y += fbm( st + 1.0*q + vec2(-1.0, 0.0)+ 0.126* speed); |
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float f = fbm(st / r); |
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color = mix(vec3(0.122777,0.619608, 0.666667), |
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vec3(0.498039,0.666667,0.666667), |
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clamp((f*f)*4.0,0.0,1.0)); |
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color = mix(color, |
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vec3(0.0666667, 0.122222, 0.666667), |
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clamp(length(r.x), 0.0, 1.0)); |
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color *= (f*f*f+0.5*f*f+0.6*f) * value; |
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vec4 pixel = texture2D(source, gl_TexCoord[0].xy); |
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float mask = color.r * pixel.a; |
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gl_FragColor = gl_Color * vec4(color, mask) + pixel; |
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} |
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@ -0,0 +1,25 @@ |
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uniform sampler2D source; |
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uniform sampler2D bloom; |
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uniform vec2 offsetFactor; |
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uniform float darkness; |
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void main() |
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{ |
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vec2 textureCoordinates = gl_TexCoord[0].xy; |
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vec4 color = vec4(0.0); |
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color += texture2D(source, textureCoordinates - 4.0 * offsetFactor) * 0.0162162162; |
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color += texture2D(source, textureCoordinates - 3.0 * offsetFactor) * 0.0540540541; |
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color += texture2D(source, textureCoordinates - 2.0 * offsetFactor) * 0.1216216216; |
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color += texture2D(source, textureCoordinates - offsetFactor) * 0.1945945946; |
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color += texture2D(source, textureCoordinates) * 0.2270270270; |
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color += texture2D(source, textureCoordinates + offsetFactor) * 0.1945945946; |
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color += texture2D(source, textureCoordinates + 2.0 * offsetFactor) * 0.1216216216; |
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color += texture2D(source, textureCoordinates + 3.0 * offsetFactor) * 0.0540540541; |
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color += texture2D(source, textureCoordinates + 4.0 * offsetFactor) * 0.0162162162; |
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vec4 sourceFragment = texture2D(source, gl_TexCoord[0].xy); |
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vec4 bloomFragment = texture2D(bloom, gl_TexCoord[0].xy); |
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float alpha = color.a; |
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gl_FragColor = (color + sourceFragment - bloomFragment) * darkness; |
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gl_FragColor.a = alpha; |
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} |
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