Created
December 26, 2021 16:25
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Flames live wallpaper (for use with Android shader editor)
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// Flames live wallpaper (c)2021 thomas iche | |
// for use with android shader editor (https://github.com/markusfisch/ShaderEditor) | |
// LICENSE : WTF Public License (http://www.wtfpl.net/) | |
#ifdef GL_FRAGMENT_PRECISION_HIGH | |
precision highp float; | |
#else | |
precision mediump float; | |
#endif | |
uniform vec2 resolution; | |
uniform float time; | |
uniform sampler2D noise; | |
uniform vec2 offset; | |
void main(void) { | |
float mx = max(resolution.x, resolution.y); | |
vec2 uv = gl_FragCoord.xy / mx; | |
vec2 center = resolution / mx * vec2(0.5 - offset.x,0.6); | |
float t = time * 1.0; | |
vec2 off = t * vec2(0.0, -0.009); | |
float d = texture2D(noise, off+ uv*0.03).r; | |
d += (texture2D(noise, off+ uv*0.07).r - 0.5) * 0.5; | |
d += (texture2D(noise, off+ uv*0.11).r - 0.5) * 0.3; | |
d = mix(5.0,10.0, d); | |
d = sin(t - d * distance(uv, center)) * 0.5 +0.5; | |
d = clamp(d,0.0,1.0); | |
d = pow(d,1.5); | |
float g = 1.0-pow(abs(2.0*(uv.y-0.5)),1.2); | |
vec3 a =vec3(0.1,0.05,0.2); | |
vec3 b =vec3(2.0,0.9,0.3); | |
gl_FragColor = vec4(mix(a,b,d)*g,1.0); | |
} |
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