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glsl vjaying experiment
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$HEADER$ | |
float PI = 3.1415926535; | |
uniform vec2 resolution; | |
uniform float time; | |
vec2 rotate(vec2 pos, float angle, vec2 center){ | |
pos -= center; | |
pos *= mat2(cos(angle), sin(-angle), sin(angle), cos(angle)); | |
pos += center; | |
return pos; | |
} | |
vec2 scale(vec2 pos, float scale, vec2 center){ | |
pos -= center; | |
pos *= scale; | |
pos += center; | |
return pos; | |
} | |
float nsin(float f){ | |
return .5 + .5 * sin(f); | |
} | |
float ncos(float f){ | |
return .5 + .5 * cos(f); | |
} | |
vec3 f1(vec2 pos, float time) { | |
vec2 center = scale(vec2(nsin(time), ncos(time)), .5, vec2(.5)); | |
vec3 c = vec3(1.0); | |
float d = distance(pos, center); | |
c *= step(.9, 1. - d); | |
return c; | |
} | |
vec3 ab(vec2 pos, float time){ | |
vec2 offset_ = vec2(2. / resolution.x, 0.); | |
return vec3( | |
f1(pos - offset_, time) * vec3(2.0, 1.0, 0.0) + | |
f1(pos, time) * vec3(1.0, 1.0, 1.0) + | |
f1(pos + offset_, time) * vec3(0.0, 1.0, 2.0) | |
) / 3.0; | |
} | |
vec3 blur(vec2 pos, float time){ | |
vec3 c = vec3(0., 0., 0.); | |
float steps = 5.0; | |
for (float t=0.0; t <= steps; t += 1.0){ | |
c += ab(pos, time+t/100.); | |
} | |
return c/ steps; | |
} | |
void main(void) | |
{ | |
vec2 pos = gl_FragCoord.xy / resolution; | |
vec3 c = blur(pos, time); | |
gl_FragColor = vec4( | |
c.r, | |
c.g, | |
c.b, | |
1.0 | |
); | |
} |
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