Last active
October 24, 2022 10:23
-
-
Save ericjeker/aacaff3d8ac3009dbc53ebe9ca645ea7 to your computer and use it in GitHub Desktop.
Animated Shader Eye
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Author: | |
// Title: | |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
#define PI 3.1415 | |
uniform vec2 u_resolution; | |
uniform vec2 u_mouse; | |
uniform float u_time; | |
const mat2 m = mat2( 0.80, 0.60, -0.60, 0.80 ); | |
float hash( float n ) | |
{ | |
return fract(sin(n)*43758.5453); | |
} | |
float noise( in vec2 x ) | |
{ | |
vec2 p = floor(x); | |
vec2 f = fract(x); | |
f = f*f*(3.0-2.0*f); | |
float n = p.x + p.y*57.0; | |
return mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x), | |
mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y); | |
} | |
float fbm( vec2 p ) | |
{ | |
float f = 0.0; | |
f += 0.50000*noise( p ); p = m*p*2.02; | |
f += 0.25000*noise( p ); p = m*p*2.03; | |
f += 0.12500*noise( p ); p = m*p*2.01; | |
f += 0.06250*noise( p ); p = m*p*2.04; | |
f += 0.03125*noise( p ); | |
return f/0.984375; | |
} | |
void main() { | |
// space | |
vec2 q = gl_FragCoord.xy/u_resolution.xy; | |
// remapped space | |
vec2 p = -1.0 + q * 2.0; | |
// sqrt of dot product of the same vector is equal to the length | |
float r = length( p ); | |
float a = atan(p.y, p.x); | |
// white background | |
vec3 color = vec3(1.0); | |
float anim = abs(sin(u_time)); | |
float d = u_mouse.y / u_resolution.y ; | |
// iris | |
if (r < 0.8) { | |
// eye | |
color = vec3(0.0, 0.3, 0.6); | |
float f = fbm(5.*p); | |
color = mix(color, vec3(.1, .2, .4), f); | |
// yellow | |
f = 1.0 - smoothstep(0.1, 0.504 + d, r); | |
color = mix(color, vec3(.9, .6, .2), f); | |
a += u_mouse.x / u_resolution.x * fbm(20. * p); | |
f = smoothstep(0.344, 1.640, fbm(vec2(5.*r, 20.*a))); | |
color = mix(color, vec3(0.893,0.900,0.852), f); | |
// black streaks | |
f = 1.0 - smoothstep(0.344, 1.168, fbm(vec2(10.440*r, 22.*PI*a))); | |
color *= f; | |
// light reflection | |
f = 1.0 - smoothstep(0.0, 0.516, length(p - vec2(.25, .23))); | |
color += vec3(1.0, .9, .8) * f * 0.716; | |
// | |
f = 1.0 - smoothstep(0.526, 0.8, r) * .3; | |
color *= f; | |
// border | |
f = smoothstep(0.75, 0.8, r); | |
color = mix(color, vec3(1.0), f); | |
// pupil | |
f = smoothstep(0.2, 0.25 + d, r); | |
color *= f; | |
} else { | |
} | |
gl_FragColor = vec4(color,1.0); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment