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day10.js
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const day10_00=`
#ifdef GL_ES
precision highp float;
#endif
uniform float u_time;
uniform vec2 u_resolution;
uniform vec2 mouse;
uniform vec3 spectrum;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
uniform sampler2D prevFrame;
uniform sampler2D prevPass;
varying vec3 v_normal;
varying vec2 v_texcoord;
void main(void)
{
vec2 uv = 6.0 * v_texcoord;
uv += vec2(0.7 / sin(uv.y + u_time + 0.3) + 0.8, 0.4 / sin(uv.x + u_time + 0.3) + 1.6);
vec3 color = vec3(0.5 * sin(uv.x) + 0.5, 0.5 * sin(uv.y) + 0.5, sin(uv.x + uv.y));
gl_FragColor = vec4(
color,
1.0);
}`
const day10_01=`#ifdef GL_ES
precision highp float;
#endif
uniform float u_time;
uniform vec2 u_resolution;
uniform vec2 mouse;
uniform vec3 spectrum;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
uniform sampler2D prevFrame;
uniform sampler2D prevPass;
varying vec3 v_normal;
varying vec2 v_texcoord;
void main(void)
{
vec2 uv = 6.0 * v_texcoord;
for(int n = 1; n < 80; n++){
float i = float(n);
uv += vec2(0.7 / i *sin(i * uv.y * 2.0 + u_time + 300.3 * i) + 0.18, 0.4 / i * sin(uv.x + u_time * 2. + 0.3 * i) + 1.6);
}
vec3 color = vec3(0.5 * sin(uv.x) + 0.5, 0.5 * sin(uv.y) + 0.5, sin(uv.x + uv.y));
gl_FragColor = vec4(
color,
1.0);
}`
const day10_02=`
#ifdef GL_ES
precision highp float;
#endif
uniform float u_time;
uniform vec2 u_resolution;
uniform vec2 mouse;
uniform vec3 spectrum;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
uniform sampler2D prevFrame;
uniform sampler2D prevPass;
varying vec3 v_normal;
varying vec2 v_texcoord;
// Simplex 2D noise
//
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v){
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
const mat2 m = mat2( 0.80, 0.60, -0.60, 0.80 );
float noise( in vec2 p )
{
return sin(p.x)*sin(p.y);
}
float fbm4( vec2 p )
{
float f = 0.0;
f += 0.5000*snoise( p ); p = m*p*2.02;
f += 0.2500*snoise( p ); p = m*p*2.02;
f += 0.1250*snoise( p ); p = m*p*2.02;
f += 0.0625*snoise( p );
return f/0.9375;
}
float fbm6( vec2 p )
{
float f = 0.0;
f += 0.500000*(0.5+0.5*snoise( p )); p = m*p*2.02;
f += 0.500000*(0.5+0.5*snoise( p )); p = m*p*2.02;
f += 0.500000*(0.5+0.5*snoise( p )); p = m*p*2.02;
f += 0.250000*(0.5+0.5*snoise( p )); p = m*p*2.02;
return f/0.96875;
}
vec2 fbm4_2( vec2 p )
{
return vec2(fbm4(p), fbm4(p+vec2(7.8)));
}
vec2 fbm6_2( vec2 p )
{
return vec2(fbm6(p+vec2(16.8)), fbm6(p+vec2(11.5)));
}
float pattern( in vec2 p, out vec2 q, out vec2 r, out vec2 s )
{
float movement1 = (0.01);
float movement2 = (0.008);
q.x = fbm6( p + vec2(0.0,0.0) + (u_time * movement1));
q.y = fbm6( p + vec2(5.2,1.3) - (u_time * movement2));
r.x = fbm4( p + 2.0*q + vec2(1.7,9.2) + u_time * movement2);
r.y = fbm4( p + 2.0*q + vec2(8.3,2.8) - u_time * movement1);
//
s.x = fbm4( p + 2.0*r + vec2(13.7,9.2) + u_time * movement2);
s.y = fbm4( p + 4.0*r + vec2(18.3,12.8) - u_time * movement1);
return fbm6( p + 2.0*r );
}
void main(void)
{
vec2 uv = 6.0 * v_texcoord;
for(int n = 1; n < 80; n++){
float i = float(n);
uv += vec2(0.7 / i * sin(i * uv.y * 2.0 + u_time + 300.3 * i) + 0.18, 0.4 / i * sin(uv.x + u_time * 2. + 0.3 * i) + 1.6);
uv.y *= sin(uv.x * u_time * 0.0003 + 0.7);
}
vec2 q = vec2(0.0);
vec2 r = vec2(0.0);
vec2 s = vec2(0.0);
float f = pattern(uv, q, r, s);
float mixer = smoothstep(0.1, 0.5, f) - smoothstep(0.5, 1.0, f);
vec3 color = vec3(0.5 * sin(uv.x) + 0.5, 0.5 * sin(uv.y) + 0.5, sin(uv.x + uv.y));
vec3 color1 = vec3(0.933, 0.608, 0.0);
vec3 color11 = vec3(0.792, 0.404, 0.08);
vec3 color2 = mix(color1, color11, clamp((f*f), 0.2, 1.0));
// color = mix(color, color2, mixer);
gl_FragColor = vec4(
color * color2,
1.0);
}`
const day10_03=`
#ifdef GL_ES
precision highp float;
#endif
uniform float u_time;
uniform vec2 u_resolution;
uniform sampler2D image;
uniform sampler2D image2;
uniform sampler2D image3;
varying vec2 v_texcoord;
#define NUM_OCTAVES 5
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
const mat2 m = mat2( 0.80, 0.60, -0.60, 0.80 );
float noise( in vec2 p )
{
return sin(p.x)*sin(p.y);
}
float fbm4( vec2 p )
{
float f = 0.0;
f += 0.5000*noise( p ); p = m*p*2.02;
f += 0.2500*noise( p ); p = m*p*2.02;
f += 0.1250*noise( p ); p = m*p*2.02;
f += 0.0625*noise( p );
return f/0.9375;
}
float fbm6( vec2 p )
{
float f = 0.0;
f += 0.500000*(0.5+0.5*noise( p )); p = m*p*2.02;
f += 0.500000*(0.5+0.5*noise( p )); p = m*p*2.02;
f += 0.500000*(0.5+0.5*noise( p )); p = m*p*2.02;
f += 0.250000*(0.5+0.5*noise( p )); p = m*p*2.02;
return f/0.96875;
}
vec2 fbm4_2( vec2 p )
{
return vec2(fbm4(p), fbm4(p+vec2(7.8)));
}
vec2 fbm6_2( vec2 p )
{
return vec2(fbm6(p+vec2(16.8)), fbm6(p+vec2(11.5)));
}
float pattern( in vec2 p, out vec2 q, out vec2 r, out vec2 s )
{
float movement1 = (0.01);
float movement2 = (0.07);
q.x = fbm6( p + vec2(0.0,0.0) + (u_time * movement1));
q.y = fbm6( p + vec2(5.2,1.3) - (u_time * movement2));
r.x = fbm4( p + 4.0*q + vec2(1.7,9.2) + u_time * movement2);
r.y = fbm4( p + 4.0*q + vec2(8.3,2.8) - u_time * movement1);
//
s.x = fbm4( p + 4.0*r + vec2(13.7,9.2) + u_time * movement2);
s.y = fbm4( p + 4.0*r + vec2(18.3,12.8) - u_time * movement1);
return fbm6( p + 4.0*r );
}
void main(void)
{
vec2 uv = -1. + 2. * v_texcoord;
vec2 st = v_texcoord;
// uv -= vec2(sin(u_time));
vec2 colsrows = vec2(5.0, 5.0);
vec2 nst = uv * colsrows;
vec2 fst = fract(nst);
vec2 ist = floor(nst);
vec2 iuv = (st);
// textCol.g = 0.0;
// textCol.b = 0.0;
vec2 q = vec2(0.0);
vec2 q2 = vec2(0.0);
vec2 q3 = vec2(0.0);
vec2 r = vec2(0.0);
vec2 r2 = vec2(0.0);
vec2 r3 = vec2(0.0);
vec2 s = vec2(0.0);
vec2 s2 = vec2(0.0);
vec2 s3 = vec2(0.0);
float f = pattern(nst, q ,r, s);
float f2 = pattern(fst - vec2(sin(u_time * 0.2)), q2 ,r2, s2);
float f3 = pattern(fst - vec2(cos(u_time * 0.1)), q3 ,r3, s3);
vec4 textCol = texture2D(image, sin(r) + cos(q) - sin(s));
vec4 textCol2 = texture2D(image2, sin(r));
vec4 textCol3 = texture2D(image3, sin(r) + cos(q));
vec4 monster = mix(textCol, textCol3, f);
float newR = mix(textCol.r, r.y, f);
float newG = mix(textCol.g, q.x, f);
float newB = mix(textCol.b, r.x, f);
vec4 newColor = vec4(newR, newG, newB, f3);
monster = mix(monster, newColor, f);
vec3 noiseyBoy = vec3(textCol.r * f, textCol.g * f, textCol.b * f);
vec3 color = vec3(1.0);
vec2 bd = (0.5 - abs(fst)) * colsrows.x +2.3; // border lines
monster *= clamp(min(bd.x, bd.y), 0., 1.);
// vec2 bd = (0.5 - abs(p2)) * size - 2.; // border lines
// c *= clamp(min(bd.x, bd.y), 0., 1.);
float normIndexOfCell = floor(ist.x + (colsrows.y - 1.0 - ist.y) * colsrows.x) / (colsrows.x * colsrows.y);
if(ist == vec2(4.0, 4.)){
// monster.x += iuv.x;
// monster.y = iuv.y;
}
for(float col = -5.; col < colsrows.x; col++){
for(float row = -5.; row < colsrows.y; row++){
// monster.x += col;
monster.y += row;
}
}
gl_FragColor = vec4(noiseyBoy, textCol.a + f);
textCol.r *= sin(u_time);
// gl_FragColor = vec4(textCol3);
vec3 cul = vec3(iuv.x, iuv.y, 0.0);
gl_FragColor = vec4(monster);
// gl_FragColor = vec4(cul, 0.5);
}`