Created
March 8, 2018 13:36
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KodeLife fragment shader sketch
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#version 150 | |
uniform float time; | |
uniform sampler2D prevFrame; | |
uniform vec2 resolution; | |
uniform vec3 spectrum; | |
out vec4 fragColor; | |
float rand(float x, float y) | |
{ | |
return fract(sin(12.9898 * x + 78.233 * y) * 43758.5453); | |
} | |
void main(void) | |
{ | |
vec2 uv = gl_FragCoord.xy / resolution; | |
float aspect = resolution.x / resolution.y; | |
float bt = floor(time * 2); | |
// polar coordinates | |
vec2 p = (uv - 0.5) * vec2(aspect, 1); | |
p = vec2(atan(p.y, p.x), length(p)); | |
// burst | |
float b1 = sin(p.x * 30 * rand(0, time) + time * 11.23); | |
float b2 = sin(p.x * 10 * rand(1, time) + time * 10.74); | |
float c = 1 - step((1 + b1 * b2 / 2) * spectrum.x, p.y); | |
// sliding rims | |
float dx = rand(floor(p.y * 14), bt) - 0.5; | |
p.x += p.y * dx * 0.2; | |
p.y *= 0.995; | |
// bring back to screen coordinates | |
p = vec2(cos(p.x), sin(p.x)) * p.y; | |
uv = p * vec2(1 / aspect, 1) + 0.5; | |
// feedback | |
c += texture(prevFrame, uv).r * 0.985; | |
// color gradient | |
float c1 = 0.5 + sin(c * 9.12 + time * 1.11) * 0.5; | |
float c2 = 0.5 + sin(c * 6.33 + time * 1.73) * 0.5; | |
fragColor = vec4(1, c1, c2, 0) * c; | |
} |
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