Created
December 15, 2020 21:31
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| #include "../lib/runtime.glsl" | |
| #include "../lib/noise.glsl" | |
| #include "../lib/space.glsl" | |
| #include "../lib/patterns.glsl" | |
| float shape(in vec2 st) { | |
| return sqrt((st.x * st.x) + (st.y * st.y)); | |
| } | |
| float lerp(float a, float b, float x) { | |
| float t = clamp((x - a) / (b - a), 0.0, 1.0); | |
| return x * (b - a) + a; | |
| } | |
| void program(inout vec3 color) { | |
| vec2 st = vec2(.5) - uv; | |
| st.x *= u_resolution.x/u_resolution.y; | |
| float z = perlin(8.* st * perlin(st * 10. + u_time)); | |
| float sample = st.x + perlin(st * 5. + u_time * .2); | |
| float lines = smoothstep(.5, .6, sin((st.x + sample * .02) * 100.) * 2.); | |
| z = lines; | |
| vec3 colorA = vec3( 0.1176, 0.3961, 0.4275 ); // BLUE | |
| vec3 colorB = vec3( 0.9451, 0.9529, 0.8078 ); // IVORY | |
| vec3 colorC = vec3( 1.0000, 0.6510, 0.1686 ); // YELLOW | |
| vec3 colorD = vec3( 0.9647, 0.1647, 0.0000 ); // RED | |
| vec3 colorE = vec3( 0.6588, 0.8549, 0.8627 ); // BABBY BLUE | |
| vec3 colorF = vec3( 0.7686, 0.2706, 0.2118 ); // SMOOTH RED | |
| vec3 colorG = vec3( 0.9451, 0.9804, 0.9333 ); // PALE GREEN | |
| vec3 colorH = vec3( 0.2706, 0.4824, 0.6157 ); // SEMIDEEP BLUE | |
| vec3 colorI = vec3( 0.0784, 0.2118, 0.0039 ); // PINE GREEN | |
| vec3 colorJ = vec3( 0.3255, 0.5529, 0.1333 ); // OLIVE GREEN | |
| vec3 colorK = vec3( 0.1804, 0.7686, 0.7137 ); // TURQUIZE | |
| vec3 colorL = vec3( 1.0000, 0.7490, 0.4118 ); // CHROME ORANGE | |
| // Not a shape. | |
| // float b = z; | |
| // Is a shape. | |
| float b = z;smoothstep(.2, .24, z); | |
| // st *= fluidWarp(10. * st); | |
| float st_ratio = (st.x + st.y) + .5 * .7; | |
| // float st_ratio = shape(st) * .5; | |
| // float st_ratio = (st.x + st.y) - .4 * 1.; | |
| vec3 color0 = mix(colorE, colorA, .5); | |
| color = mix(color0, colorG, b); | |
| } |
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