Created
July 14, 2025 13:13
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Rectangle electric
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vec3 random3(vec3 c) { | |
float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0))); | |
vec3 r; | |
r.z = fract(512.0*j); | |
j *= .125; | |
r.x = fract(512.0*j); | |
j *= .125; | |
r.y = fract(512.0*j); | |
return r-0.5; | |
} | |
/* skew constants for 3d simplex functions */ | |
const float F3 = 0.3333333; | |
const float G3 = 0.1666667; | |
/* 3d simplex noise */ | |
float simplex3d(vec3 p) { | |
/* 1. find current tetrahedron T and it's four vertices */ | |
/* s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices */ | |
/* x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertices*/ | |
/* calculate s and x */ | |
vec3 s = floor(p + dot(p, vec3(F3))); | |
vec3 x = p - s + dot(s, vec3(G3)); | |
/* calculate i1 and i2 */ | |
vec3 e = step(vec3(0.0), x - x.yzx); | |
vec3 i1 = e*(1.0 - e.zxy); | |
vec3 i2 = 1.0 - e.zxy*(1.0 - e); | |
/* x1, x2, x3 */ | |
vec3 x1 = x - i1 + G3; | |
vec3 x2 = x - i2 + 2.0*G3; | |
vec3 x3 = x - 1.0 + 3.0*G3; | |
/* 2. find four surflets and store them in d */ | |
vec4 w, d; | |
/* calculate surflet weights */ | |
w.x = dot(x, x); | |
w.y = dot(x1, x1); | |
w.z = dot(x2, x2); | |
w.w = dot(x3, x3); | |
/* w fades from 0.6 at the center of the surflet to 0.0 at the margin */ | |
w = max(0.6 - w, 0.0); | |
/* calculate surflet components */ | |
d.x = dot(random3(s), x); | |
d.y = dot(random3(s + i1), x1); | |
d.z = dot(random3(s + i2), x2); | |
d.w = dot(random3(s + 1.0), x3); | |
/* multiply d by w^4 */ | |
w *= w; | |
w *= w; | |
d *= w; | |
/* 3. return the sum of the four surflets */ | |
return dot(d, vec4(52.0)); | |
} | |
float noise(vec3 m) { | |
return 0.5333333*simplex3d(m) | |
+0.2666667*simplex3d(2.0*m) | |
+0.1333333*simplex3d(4.0*m) | |
+0.0666667*simplex3d(8.0*m); | |
} | |
/** | |
* @notice Returns the signed distance from point p to a rounded box. | |
* @param p The sample coordinate. | |
* @param b The half-dimensions of the box. | |
* @param r The corner radius. | |
* @return The signed distance. | |
*/ | |
float sdRoundedBox(in vec2 p, in vec2 b, in float r) { | |
vec2 q = abs(p) - b; | |
return length(max(q, vec2(0))) + min(max(q.x, q.y), 0.0) - r; | |
} | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
// Normalized pixel coordinates, ranging from -1 to 1 | |
vec2 uv = fragCoord.xy / iResolution.xy; | |
uv = uv * 2. - 1.; | |
// Uncomment the next line to correct for aspect ratio, preventing stretching | |
// uv.x *= iResolution.x / iResolution.y; | |
// Set up 3D coordinates for noise, including time for animation | |
vec2 p = fragCoord.xy/iResolution.x; | |
vec3 p3 = vec3(p, iTime*0.4); | |
// Calculate a fractal noise value | |
float intensity = noise(vec3(p3*12.0+12.0)); | |
// --- MODIFICATION START --- | |
// Define the properties of the rounded rectangle | |
vec2 boxHalfSize = vec2(0.8, 0.25); | |
float cornerRadius = 0.15; | |
// Calculate the distance 'y' from the pixel to the noisy rectangle boundary. | |
// 'sdRoundedBox' gives the distance to the clean shape. | |
// Subtracting 'intensity' perturbs the shape, making its border wavy. | |
// 'abs()' creates a glow on both the inside and outside of the boundary. | |
float y = abs(sdRoundedBox(uv, boxHalfSize, cornerRadius) - intensity * 0.15); | |
// --- MODIFICATION END --- | |
// Use the distance 'y' to calculate a gradient value 'g' | |
float g = pow(y, 0.2); | |
// Calculate the final color based on the gradient | |
vec3 col = vec3(1.70, 1.48, 1.78); | |
col = col * -g + col; // Equivalent to col * (1.0 - g) | |
col = col * col; | |
col = col * col; | |
// Discard pixels that are too dark to create a sharp cutoff | |
if(col.x < 0.1 && col.y < 0.1 && col.z < 0.1) { | |
fragColor = vec4(0.); | |
} else { | |
fragColor = vec4(col, 1.); | |
} | |
} |
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