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uniform float knob_1; | |
void mainImage(out vec4 color,in vec2 fragCoord){ | |
vec2 resolution=iResolution.xy; | |
// Adjusted coordinates to center the circle | |
vec2 uv = (2. * fragCoord.xy - resolution) / iResolution.y; | |
float radius=knob_1; | |
// Calculate the distance from the center | |
float dist=length(uv); | |
// Determine if we're inside the circle | |
if(dist<radius){ | |
// Inside the circle | |
color=vec4(0.,0.,1.,1.); | |
return; | |
} | |
color=vec4(0.,0.,0.,0.);// Transparent | |
} |
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#pragma glslify: import(./includes/full.frag) | |
#pragma glslify: import(./includes/shadertoy-compat) | |
// Fork of "Flowing Wires [471 chars]" by kishimisu. https://shadertoy.com/view/DsBczR | |
// 2024-02-06 07:15:17 | |
/* Flowing Wires by @kishimisu (2023) - https://www.shadertoy.com/view/DsBczR | |
This is actually a 3D truchet pattern (with 1 tile and no variation) | |
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en) | |
*/ | |
uniform float knob_1; | |
#define r(a) mat2(cos(a + vec4(0,33,11,0))) | |
#define s(p) ( q = p, \ | |
d = length(vec2(length(q.xy += .5)-.5, q.z)) - knob_1, \ | |
q.yx *= r(round((atan(q.y,q.x)-T) * iMouse.y) / iMouse.y + T), \ | |
q.x -= .5, \ | |
O += (sin(t+T)*.1+.1)*(1.+cos(t+T*.5+vec4(0,spectralCentroidMedian*20.,2,0))) \ | |
/ (.5 + pow(length(q)*(200.-((energyZScore+2.5)*50.)), 1.3)) , d ) // return d | |
void mainImage(out vec4 O, vec2 F) { | |
vec3 p, q, R = iResolution; | |
float i, t, d, T = iTime; | |
for (O *= i, F += F - R.xy; i++ < 28.; // raymarch for 28 iterations | |
p = t * normalize(vec3(F*r(t*.1), R.y)), // ray position | |
p.zx *= r(T/4.), p.zy *= r(T/3.), p.x += T, // camera movement | |
t += min(min(s( p = fract(p) - .5 ), // distance to torus + color (x3) | |
s( vec3(-p.y, p.zx) )), | |
s( -p.zxy )) | |
); | |
} | |
#pragma glslify:import(./includes/shadertoy-compat-main) |
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