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The_Force shaders
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float square(float t) { | |
return step(0.0, sin(t)); | |
} | |
void main () { | |
vec2 uv = uv(); | |
vec2 uvN = uvN(); | |
vec3 c = black; | |
float t = time / 24.; | |
float a = square(time * 16.); | |
float b = 1. - a; | |
float shuffle = square(time * 8.); | |
float y = voronoi(rotate(vec2(.5), uv, t/16. + bands.x*.1) * 5.3 * bands.z - sin(t/2.)*2.5); | |
float x = snoise(rotate(vec2(0.1), uv * 1.5 + 5., t + bands.z/2.)); | |
float z = noise(uv * .1); | |
c += a * sin(fract(uv.y) * green * y * .1 * t * bands.w * 1.5 + .1)/2. * blue; | |
c += b * atan(orange * z * uv.x * t * bands.x * 2.3 + .1 * z); | |
c += fract(sin(t/2.) * uvN.x * 3. + cos(t/2.) * uv.y * 2.) / 2.; | |
c += shuffle * noise(sin(t/2.) * uv.y * 3. + cos(t/8.) * uvN.x * 2.); | |
for (float i = 1.0; i < 11.; i += 2.) { | |
float w = .2; | |
c += b | |
* sin(t/16.) | |
* circle( | |
sin(t) * y * i - 1.5, | |
cos(t) * x * i - 1., | |
1.2*sin(t/4.)/2. + 1., | |
.5) | |
* pink * bands.x * 4. / 2.; | |
c += a | |
* cos(t/8.) | |
* circle( | |
w - (y * i - 2.), | |
w - (x * i - 1.), | |
1.2, .5) | |
* green * bands.y; | |
} | |
c = c/2.; | |
for (float i = 1.; i < 3.; i += 1.) { | |
c += texture2D(backbuffer, uv * vec2(.25) + vec2(i * 10.)).rgb/6.; | |
} | |
gl_FragColor = vec4(c, 1.0); | |
} |
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void main () { | |
vec2 uv = uv(); | |
vec2 uvN = uvN(); | |
vec3 c = black; | |
float y = voronoi(uv * 5.3 - 2.5); | |
float x = snoise(uv * 1.5 + 5.); | |
float z = noise(uv * .1); | |
c = sin(pink * y * .1 * time * bands.w * 1.5 + .1); | |
c += sin(orange * z * uv.x * time * bands.x * 2.3 + .1 * z); | |
for (float i = 1.0; i < 11.; i += 2.) { | |
float w = 0.; | |
c += circle( sin(time) * y * i - 2., cos(time) * x * i - 1., 1.2, .5) * pink * bands.x * 4. / 2.; | |
c -= circle(w - (y * i - 2.), w - (x * i - 1.), 1.2, .5) * green * bands.y * 3.2; | |
} | |
gl_FragColor = vec4(c, 1.0); | |
} |
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void main () { | |
vec2 uv = uv(); | |
vec2 uvN = uvN(); | |
vec3 c = black + noise(vec2(50000000.)) * white; | |
float y = voronoi(uv * 5.3 - 2.5); | |
float x = snoise(uv * 1.5 + 5.); | |
float z = noise(uv * .1); | |
c = sin(pink * y * .1 * time * bands.w * 1.5 + .1); | |
c += sin(orange * z * uv.x * time * bands.x * 2.3 + .1 * z); | |
for (float i = 1.0; i < 11.; i += 2.) { | |
float w = 0.; | |
vec2 circ = rotate(vec2(.2, 0.), uv + circle(1., 1., 1., 1.), time/2.); | |
c += snoise(circ * vec2(10.) + vec2(-1000000.)) * pink * bands.x * 4. / 2.; | |
c -= circle( | |
w - (y * i - 2.), | |
w - (x * i - 1.), | |
1.2, | |
.5) * green * bands.y * 3.2; | |
} | |
gl_FragColor = vec4(c, 1.0); | |
} |
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void main () { | |
vec2 uv = uv(); | |
vec2 uvN = uvN(); | |
vec3 c = black + noise(vec2(50000000.)) * white; | |
float loudness = (abs(bands.w) + abs(bands.x) + abs(bands.y) + abs(bands.z) + 0.0001); | |
float y = voronoi(rotate(vec2(1.5), uv * 1.3 * bands.w - 2.5, time/2.)); | |
float x = snoise(rotate(vec2(.0), uv * 1.5 + 5., -0.25 * time * (1. + bands.w/loudness))); | |
float z = fract(bands.x * .5 - sin(time/2.)); | |
// c = sin(pink * y * .1 * time * bands.w * 1.5 + .1); | |
c += sin(green * z * uv.x * time * bands.x * 2.3 + .1 * z); | |
for (float i = 1.0; i < 10.; i += 2.) { | |
float w = 1.5 + sin(i * 15.); | |
vec2 circ = rotate( | |
vec2(bands.x + 0.2, bands.w/2. + 1.), | |
uv + circle(0.5, 0.5, 1., 1.), | |
time/2.); | |
c += snoise(circ * vec2(10.) + vec2(-1000000.)) * blue * bands.x * 4. / 9.; | |
c += circle( | |
w - (y * i - 2.), | |
w - (x * i - 1.), | |
1.2, | |
.5) * green * bands.y * 3.2; | |
} | |
gl_FragColor = vec4(c, 1.0); | |
} |
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void main () { | |
vec2 uv = uv(); | |
vec2 uvN = uvN(); | |
vec3 c = black + noise(vec2(50000000.)) * white; | |
float loudness = (abs(bands.w) + abs(bands.x) + abs(bands.y) + abs(bands.z) + 0.0001); | |
float y = voronoi(rotate(vec2(.5), uv * 1.3 * bands.w - 2.5, time/2.)); | |
float x = snoise(rotate(vec2(.0), uv * 1.5 + 5., -0.25 * time * (1. + bands.w/loudness))); | |
float z = fract(bands.x * .5 - sin(time/2.) ); | |
c = sin(pink * y * .1 * time * bands.w * 1.5 + .1); | |
c += sin(green * z * uv.x * time * bands.x * 2.3 + .1 * z); | |
for (float i = 1.0; i < 3.; i += 2.) { | |
float w = 0.; | |
vec2 circ = rotate(vec2(bands.x + 0.2, bands.w/2. + 1.), uv + circle(0.5, 0.5, 1., 0.3), time/2.); | |
c += snoise(circ * vec2(10.) + vec2(-1000000.)) * blue * bands.x * 4. / 9.; | |
c -= circle( | |
w - (y * i - 2.), | |
w - (x * i - 1.), | |
1.2, | |
.5) * green * bands.y * 3.2; | |
} | |
gl_FragColor = vec4(c, 1.0); | |
} |
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float square(float t) { | |
return step(0.0, sin(t)); | |
} | |
void main () { | |
vec2 uv = uv(); | |
vec2 uvN = uvN(); | |
vec3 c = black; | |
float t = time * 14./12.; | |
float a = square(time * 16.); | |
float b = 1. - a; | |
float shuffle = square(time * 8.); | |
float y = voronoi(rotate(vec2(.5), uv, t/16. + bands.x*.1) * 5.3 * bands.z - sin(t/2.)*2.5); | |
float x = snoise(uv * 1.5 + 5.); | |
float z = noise(uv * .1); | |
c += a * sin(pink * y * .1 * t * bands.w * 1.5 + .1)/2.; | |
c += b * atan(orange * z * uv.x * t * bands.x * 2.3 + .1 * z); | |
c += fract(uvN.x*5. + uv.y*3.); | |
for (float i = 1.0; i < 11.; i += 2.) { | |
float w = 0.; | |
c += b * sin(t/16.) * circle( sin(t) * y * i - 2., cos(t) * x * i - 1., 1.2, .5) * pink * bands.x * 4. / 2.; | |
c += a * cos(t/8.) * circle(w - (y * i - 2.), w - (x * i - 1.), 1.2, .5) * green * bands.y * 3.2; | |
} | |
gl_FragColor = vec4(c, 1.0); | |
} |
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float square(float t) { | |
return step(0.0, sin(t)); | |
} | |
void main () { | |
vec2 uv = uv(); | |
vec2 uvN = uvN(); | |
vec3 c = black; | |
float t = time * 14./12.; | |
float a = square(time * 16.); | |
float b = 1. - a; | |
float y = voronoi(uv * 5.3 - 2.5); | |
float x = snoise(uv * 1.5 + 5.); | |
float z = noise(uv * .1); | |
c = a * sin(pink * y * .1 * t * bands.w * 1.5 + .1); | |
c += b * sin(orange * z * uv.x * time * bands.x * 2.3 + .1 * z); | |
c += fract(uvN.x*5. + uv.y*3.); | |
// for (float i = 1.0; i < 11.; i += 2.) { | |
// float w = 0.; | |
// c += circle( sin(time) * y * i - 2., cos(time) * x * i - 1., 1.2, .5) * pink * bands.x * 4. / 2.; | |
// c -= circle(w - (y * i - 2.), w - (x * i - 1.), 1.2, .5) * green * bands.y * 3.2; | |
// } | |
gl_FragColor = vec4(c, 1.0); | |
} |
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void main () { | |
vec2 uv = uv(); | |
vec2 uvN = uvN(); | |
vec3 c = black + noise(vec2(50000000.)) * white; | |
float y = voronoi(uv * 1.3 * bands.w - 2.5); | |
float x = snoise(uv * 1.5 + 5.); | |
float z = noise(uv * .1); | |
c = sin(pink * y * .1 * time * bands.w * 1.5 + .1); | |
c += sin(orange * z * uv.x * time * bands.x * 2.3 + .1 * z); | |
for (float i = 1.0; i < 11.; i += 2.) { | |
float w = 0.; | |
vec2 circ = rotate(vec2(bands.x + 0.2, bands.w/2. + 1.), uv + circle(0.5, 0.5, 1., 0.3), time/2.); | |
c += snoise(circ * vec2(10.) + vec2(-1000000.)) * pink * bands.x * 4. / 9.; | |
c -= circle( | |
w - (y * i - 2.), | |
w - (x * i - 1.), | |
1.2, | |
.5) * green * bands.y * 3.2; | |
} | |
gl_FragColor = vec4(c, 1.0); | |
} |
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blood vessels variant: