Created
May 24, 2020 01:36
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what i ended up with from today’s shader workshop!
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// giant circle owo | |
float circ(vec2 p) { | |
return length(p - 0.9) - 0.1; | |
} | |
// cycle thru color via cosine function | |
vec3 cosPalette( float t, vec3 a, vec3 b, vec3 c, vec3 d ) { | |
return a + b*cos( 6.28318*(c*t+d) ); | |
} | |
void main () { | |
//position in center | |
vec2 position = uv(); | |
vec2 positionN = uvN(); | |
float swirler = log(length(position)) * .5; | |
// create our giant circle and scale position | |
float shape = circ( position * vec2(0.4)); | |
// variables to pass through cosPalette function | |
vec3 brightness = vec3(0.5,0.5,0.5); | |
vec3 contrast = vec3(0.5,0.5,0.5); | |
vec3 osc = vec3(1.0,1.0,1.0); | |
vec3 phase = vec3(0.0,0.33,0.67); | |
// determine color via custom vars in cosPalette function | |
vec3 colourRainbow = cosPalette(time/12.0, brightness, contrast, osc, phase); | |
// color this puppy | |
colourRainbow = vec3(shape) * colourRainbow; | |
// swirly noise | |
vec2 p = vec2(sin(positionN.x * 1.0),swirler); | |
float v = abs(snoise(time/100.0 + p * 8.0 + 2.0 )) * -1.3 + 1.6; | |
// make some bloobs | |
vec3 bloob = vec3(0.034,0.098,0.990); | |
position = rotate(position, vec2(0.), time/300.0); | |
float f = voronoi(position * 8.0 * bands.y + time) ; | |
bloob+= step(bands.y, f) * magenta; | |
position = rotate(position, vec2(0.01), time/12.0); | |
float f2 = voronoi((position) * 200.0 * bands.z + time); | |
bloob+= step(bands.z, f2) * colourRainbow; | |
position = rotate(position, vec2(0), time/30.0); | |
float f3 = voronoi(position * 6.2 * bands.w + vec2(0,time*2.50)); | |
bloob+= step(bands.w, (v * 1.1) * f3) * vec3(1.000,0.581,0.929); | |
gl_FragColor = vec4(bloob, 1.0); | |
} |
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here’s the minimal version!