76 lines
2.3 KiB
GLSL
76 lines
2.3 KiB
GLSL
// Found this on GLSL sandbox. I really liked it, changed a few things and made it tileable.
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// :)
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// by David Hoskins.
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// Water turbulence effect by joltz0r 2013-07-04, improved 2013-07-07
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// Redefine below to see the tiling...
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//#define SHOW_TILING
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#define TAU 6.28318530718
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#define MAX_ITER 5
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 iResolution;
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iResolution.x=7.0;
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iResolution.y=7.0;
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float time = iGlobalTime * .5+23.0;
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// uv should be the 0-1 uv of texture...
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vec2 uv = fragCoord.xy / iResolution.xy;
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#ifdef SHOW_TILING
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vec2 p = mod(uv*TAU*2.0, TAU)-250.0;
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#else
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vec2 p = mod(uv*TAU, TAU)-250.0;
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#endif
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vec2 i = vec2(p);
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float c = 1.0;
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float inten = .005;
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for (int n = 0; n < MAX_ITER; n++)
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{
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float t = time * (1.0 - (3.5 / float(n+1)));
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i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
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c += 1.0/length(vec2(p.x / (sin(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));
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}
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c /= float(MAX_ITER);
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c = 1.17-pow(c, 1.4);
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vec3 colour = vec3(pow(abs(c), 8.0));
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colour = clamp(colour + vec3(0.0, 0.35, 0.5), 0.0, 1.0);
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#ifdef SHOW_TILING
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// Flash tile borders...
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vec2 pixel = 2.0 / iResolution.xy;
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uv *= 2.0;
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float f = floor(mod(iGlobalTime*.5, 2.0)); // Flash value.
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vec2 first = step(pixel, uv) * f; // Rule out first screen pixels and flash.
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uv = step(fract(uv), pixel); // Add one line of pixels per tile.
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colour = mix(colour, vec3(1.0, 1.0, 0.0), (uv.x + uv.y) * first.x * first.y); // Yellow line
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#endif
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fragColor = vec4(colour, 1.0);
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}
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// This is the function that is being called by us
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vec4 getProceduralColor() {
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// retrieve the position to get the color
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vec2 position = _position.xz;
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// add a half to all the axes to adjust them to our method
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position += 0.5;
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// invert the y axis
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position.y = 1.0 - position.y;
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// initialize the result value
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vec4 result;
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// We call shadertoy their entry point here, which is mainImage for normal viewports
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// This function writes to the result value, as input we enter the position multiplied by the current worldscale
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mainImage(result, position * iWorldScale.xz);
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// Return the colour vector to our renderer in Interface
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return result;
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}
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