83 lines
1.8 KiB
GLSL
83 lines
1.8 KiB
GLSL
// https://www.shadertoy.com/view/Md2GRc
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/*
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{
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"ProceduralEntity": {
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"shaderUrl": "file:///C:/msys64/home/ajthy/code/hifi/examples/fractal_lines_of_symmetry.glsl",
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"version": 2,
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"uniforms": {
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}
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}
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}
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*/
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uniform float test;
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void mainImage( out vec4 fragColor, in vec3 fragCoord ) {
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float p;
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float r;
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vec3 col;
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// p = sin(test * 1000) * 100;
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// r = cos(test * 100);
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// col = vec3(
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// fragCoord.x * r,
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// fragCoord.y / p + r,
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// fragCoord.z + p
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// );
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p = test * 5;
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r = test * 5;
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// col = vec3(
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// sin(fragCoord.z + 10) + 10,
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// cos(fragCoord.z + r) / 10,
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// p
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// );
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col = vec3(
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0.5,
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0.7,
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0.2
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);
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if (test >= 0.05) {
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// p = sin(test);
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// r = cos(test);
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col = vec3(
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sin(fragCoord.x * (test * 10)),
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cos(fragCoord.y + (test * 10)),
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sin(fragCoord.z / (test * 10))
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);
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}
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// } else if (test < 0.08 && test >= 0.06 ) {
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// p = sin(iGlobalTime) / 2;
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// r = cos(iGlobalTime) / 2;
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// col = vec3(
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// fragCoord.y / p,
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// fragCoord.z / p + r,
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// fragCoord.y / p
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// );
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// } else if (test < 0.06 && test > 0.001 ) {
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// p = sin(iGlobalTime) * 2;
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// r = cos(iGlobalTime) * 2;
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// col = vec3(
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// fragCoord.x / r,
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// fragCoord.y / p,
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// fragCoord.z / p
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// );
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// }
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fragColor = vec4(col, 1.0);
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}
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vec4 getProceduralColor() {
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vec4 result;
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// vec2 position = vec2(0, 0) + _position.xz;
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// mainImage(result, position * iWorldScale.xz);
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mainImage(result, vec3(_position.xyz));
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return result;
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}
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float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) {
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specular = vec3(0.5, 1.0, 1.0);
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shininess = 0.5;
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diffuse = getProceduralColor().xyz;
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return 0.5;
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}
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