Files
Live-Coding-Sources/2019-05-04/elie1.frag
Jonathan Giroux 94abc80e68 Add 2019-05-04
2019-05-05 13:51:14 +02:00

61 lines
1.3 KiB
GLSL

precision mediump float;
uniform vec2 resolution;
uniform float time;
uniform sampler2D backbuffer;
float sat(float x) { return clamp(x,0.,1.); }
const float bpm = 80.;
mat2 rot(float r) {
float c = cos(r);
float s = sin(r);
return mat2(c, s, -s, c);
}
float sc(vec3 p, vec2 uuv) {
p.xy *= rot(time);
float bt = pow(1.-fract(.0+time*bpm/60.), 4.);
float bt2 = pow(1.-fract(.0+time*bpm/60.), .5);
float r = mix(.1, .3, bt);
float a = atan(uuv.y, uuv.x);
r += (sin(a * 10.) * bt2 * .5+.5) * .1;
r *= 0.5;
vec3 id = floor(p*2.);
p = (fract(p*2.)-.5)/2.;
r *= 1./length(dot(id,vec3(.9)));
return length(p) - r;
}
void main() {
vec2 uv = (gl_FragCoord.xy/resolution);
vec2 uuv = (gl_FragCoord.xy * 2. - resolution) / max(resolution.x, resolution.y);
vec3 p = vec3(0.,0.,-1.);
vec3 d = vec3(uuv, 1.0);
float off = 0.;
float s;
for (float i = 0.; i < 1. ; i += .01) {
s = sc(p, uuv);
if (s < 0.01) break;
p += s * d;
off = i;
}
off *= 1.9;
float t0 = 1447.259;
float t1 = t0 + 5.;
float fac = mix(.2,.8,sat(smoothstep(t0,t1,time)));
vec3 col = .5+vec3(.5,.5,.5)*cos(6.28*(vec3(.1,time*.1,.6) + uv.x + off + time*.1));
//col *= smoothstep(0.,.01,);
gl_FragColor = mix(texture2D(backbuffer, gl_FragCoord.xy/resolution), vec4(col, 1.0), .2);
}