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float smoothMod(float x, float y, float e){ | |
float top = cos(PI * (x/y)) * sin(PI * (x/y)); | |
float bot = pow(sin(PI * (x/y)),2.)+ pow(e, sin(time)); | |
float at = atan(top/bot); | |
return y * (1./2.) - (1./PI) * at ; | |
} | |
void main () { | |
vec2 masterUV = uvN(); | |
vec2 pos = masterUV; |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform vec2 u_mouse; | |
uniform float u_time; |
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// to see this function graphed out go to: https://www.desmos.com/calculator/rz7abjujdj | |
vec3 cosPalette( float t ) | |
{ | |
// please play around with these numbers to get a better palette | |
vec3 brightness = vec3(0.3); | |
vec3 contrast = vec3(0.5); | |
vec3 osc = vec3(0.5,1.0,0.0); | |
vec3 phase = vec3(0.4,0.9,0.2); | |
return brightness + contrast*cos( 6.28318*(osc*t+phase) ); | |
} |
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// 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. | |
// http://www.iquilezles.org/www/articles/palettes/palettes.htm | |
// to see this function graphed out go to: https://www.desmos.com/calculator/rz7abjujdj | |
vec3 cosPalette( float t , vec3 brightness, vec3 contrast, vec3 osc, vec3 phase) | |
{ |
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#version 150 | |
// I made this using kodelife if you modify the inputs and outputs correctly it should translate to other programs as well | |
// things to look out for is all the uniforms, the input pixel position and the output pixel color | |
uniform float time; | |
uniform vec2 resolution; | |
uniform sampler2D prevPass; | |
in VertexData | |
{ |
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void main () { | |
// we put the pixel coordinates in a variable for easy access | |
vec2 pos = uvN(); | |
// here we get the webcam texture from channel0 which we assigned in the texture | |
// panel (the lil gradient icon) | |
// we use the pixel coordinates to grab the right pixel | |
vec4 web =texture2D(channel0,pos); | |
// here we just add the pixels postition as a color, just for fun |
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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 () { |
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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 () { |
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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 () { |
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float circ( vec2 p){ | |
return length(p) - 0.3; | |
} | |
void pR(inout vec2 p, float a) { | |
p = cos(a)*p + sin(a)*vec2(p.y, -p.x); | |
} | |
// Repeat in two dimensions | |
vec2 pMod2(inout vec2 p, vec2 size) { | |
vec2 c = floor((p + size*0.5)/size); |