Created
May 10, 2020 12:23
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using import glsl | |
using import glm | |
out out-color : vec4 | |
location = 0 | |
inline circle (pos uv radius) | |
let dist-test = | |
smoothstep | |
radius | |
radius + 0.01 | |
distance uv pos | |
let b = (1 - dist-test) | |
inline perceived-luminance (c) | |
+ | |
(0.299 * c.r) | |
(0.587 * c.g) | |
(0.114 * c.b) | |
uniform app-params : Uniforms | |
binding = 0 | |
set = 0 | |
fn main () | |
let resolution = app-params.resolution | |
let time = app-params.time | |
let uv = ((gl_FragCoord.xy - (0.5 * resolution.xy)) / resolution.y) | |
let r = (circle (vec2 0.0 0.0) (vec2 (uv.x + ((sin ((uv.y * 10) + time)) * 0.01)) uv.y) 0.25) | |
let g = (circle (vec2 0.0 0.0) (vec2 (uv.x + ((sin (uv.y - time)) * 0.03)) uv.y) 0.25) | |
let b = ((circle (vec2 0.0 0.0) uv 0.255) * 0.60) | |
let br = 0.017 | |
let bg-color = (vec4 br br br 1.0) | |
let fg-color = (vec4 r g b 1.0) | |
out-color = | |
mix bg-color fg-color (smoothstep 0.01 0.1 (perceived-luminance fg-color)) |
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