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July 12, 2020 17:21
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// http://www.iquilezles.org/www/articles/palettes/palettes.htm | |
// As t runs from 0 to 1 (our normalized palette index or domain), | |
//the cosine oscilates c times with a phase of d. | |
//The result is scaled and biased by a and b to meet the desired constrast and brightness. | |
vec3 cosPalette( float t, vec3 a, vec3 b, vec3 c, vec3 d ) | |
{ | |
return a + b*cos( 6.28318*(c*t+d) ); | |
} | |
void main () { | |
// we put the pixel coordinates in a variable for easy access | |
vec2 pos = uvN(); | |
// each chanel of the vec 3 corresponds to a color chanel | |
// red, green, blue! | |
vec3 brightness = vec3(0.5,0.5,0.5); | |
vec3 contrast = vec3(0.2,sin(time)*0.2,cos(time)*0.2); | |
vec3 osc = vec3(0.2); // how frequently we cycles through the colors | |
vec3 phase = vec3(0.5); // where does it start? | |
// getting the cosine palette | |
vec3 cp = cosPalette((time/1.0) +pos.x, brightness, contrast, osc, phase ); | |
// casting the cosinePalette into a vector 4 by adding a 1 at the end | |
// the last number doesnt matter | |
vec4 col = vec4(cp,1); | |
// this is the bonus part!! this offsets where we grab the webcam pixel | |
// we offset the pixel using the force's snoise function, which returns | |
// a number that smoothly but randomly goes between -1 and 1, we can | |
// make it change through time by putting time as the last varible | |
// we get noise at the pixel in the pos | |
float whow = (snoise(vec3(pos,time)))* 0.1 ; // we scale it down | |
// access the webcam texture at the input pixels position | |
// multiplied times 1 + a small number, which returns a number | |
// close to its original but modified slightly. | |
vec4 web =texture2D(channel0,pos * (1.0 + whow)); | |
// we get the backbuffer texture but slightly offset, 0.01 above the pixel | |
// position so it has this trailing up or slitscan effect. | |
vec4 prev = texture2D(backbuffer, pos - vec2(0, 0.01 )); | |
// mix is a GLSL function thats like mixing paint. We mix between two | |
// numbers using the last varible. The last varible is assumed to | |
// be between 0 and 1. it indicates how much of each color | |
// we need, so like if the last varible is 0.5 it mixes them evenly. | |
col = mix(web+col,prev,1.- web ); | |
// this line makes it so that the slitscan effect happens where the web is light | |
// I didnt like the effect by itself so I spent some time tweaking these last two | |
// lines, excuse the magic numbers here. Try changing them and see what they do! | |
// this first line is like the previos line but it blows out the prev texture | |
col = mix(col,prev,web*1.31 ); | |
// this preserves some of the webcam information, so whatever object is still | |
// recognizable | |
col = min(max(col,prev), web+ 0.3 ); | |
// These lines are for the inverted effect, the backbuffer and coloring | |
// effect the dark parts of the picture more. Please comment out the two lines | |
// above and comment these in (ctl /) I provide this option because | |
// the effect is so dependent upon coloring, lighting, webcam white balance | |
// I dont want anyone to be stuck with an effect that doesnt have the | |
// desired effect on them. | |
//col = mix(col,prev,(web)*1.90 ); | |
//col = mix(max(col,prev),web, web-0.15); | |
gl_FragColor = col ; | |
} |
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