diff --git a/shaders/noise.frag b/shaders/noise.frag new file mode 100644 index 0000000..1075f2b --- /dev/null +++ b/shaders/noise.frag @@ -0,0 +1,55 @@ +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 func(vec2 q, float t) +{ + q += 0.03 * sin(vec2(0.27, 0.23) * t + length(q) * vec2(4.1, 4.3)); + vec2 o = fbm4_2(0.9 * q); + o += 0.04 * sin(vec2(0.12, 0.14) * t + length(o)); + vec2 n = fbm6_2(3.0 * o); + float f = 0.5 + 0.5 * fbm4(1.8 * q + 6.0 * n); + return mix(f, f * f * f * 3.5, f * abs(n.x)); +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + vec2 uv = (2.0 * fragCoord.xy - iResolution.xy) / min(iResolution.x, iResolution.y); + + float f = func(uv, iTime * 4.0); + vec3 col = f * (0.5 + 0.5 * cos(iTime + uv.xyx + vec3(0.0, 2.0, 4.0))); + fragColor = vec4(col, 1.0); +} diff --git a/shaders/noise2.frag b/shaders/noise2.frag new file mode 100644 index 0000000..0653a54 --- /dev/null +++ b/shaders/noise2.frag @@ -0,0 +1,79 @@ +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 * 2.03; + f += 0.1250 * noise(p); p = m * p * 2.01; + 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 += 0.250000 * (0.5 + 0.5 * noise(p)); p = m * p * 2.03; + f += 0.125000 * (0.5 + 0.5 * noise(p)); p = m * p * 2.01; + f += 0.062500 * (0.5 + 0.5 * noise(p)); p = m * p * 2.04; + f += 0.031250 * (0.5 + 0.5 * noise(p)); p = m * p * 2.01; + f += 0.015625 * (0.5 + 0.5 * noise(p)); + 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 func(vec2 q, out vec4 ron) +{ + q += 0.03 * sin(vec2(0.27, 0.23) * iTime + length(q) * vec2(4.1, 4.3)); + vec2 o = fbm4_2(0.9 * q); + o += 0.04 * sin(vec2(0.12, 0.14) * iTime + length(o)); + vec2 n = fbm6_2(3.0 * o); + ron = vec4(o, n); + float f = 0.5 + 0.5 * fbm4(1.8 * q + 6.0 * n); + + return mix(f, f * f * f * 3.5, f * abs(n.x)); +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + vec2 p = (2.0 * fragCoord - iResolution.xy) / iResolution.y; + float e = 2.0 / iResolution.y; + + vec4 on = vec4(0.0); + float f = func(p, on); + + vec3 col = vec3(0.0); + col = mix( vec3(0.9,0.7,0.1), vec3(0.1,0.5,0.05), f ); + col = mix( col, vec3(0.3,0.3,0.1), dot(on.zw,on.zw) ); + col = mix( col, vec3(0.4,0.3,0.3), 0.2 + 0.5*on.y*on.y ); + col = mix( col, vec3(0.7,0.2,0.1), 0.5*smoothstep(1.2,1.3,abs(on.z)+abs(on.w)) ); + col = clamp( col*f*2.0, 0.0, 1.0 ); + + // gpu derivatives - bad quality, butfast + vec3 nor = normalize(vec3(dFdx(f) * iResolution.x, 6.0, + dFdy(f) * iResolution.y)); + + vec3 lig = normalize(vec3(0.9, 0.2, -0.4)); + float dif = clamp(0.3 + 0.7 * dot(nor, lig), 0.0, 1.0); + vec3 lin = vec3(0.70, 0.90, 0.95) * (nor.y * 0.5 + 0.5) + vec3(0.15, 0.10, 0.05) * dif; + col *= 1.2*lin; + col = 1.0 - col; + col = 1.1*col*col; + + fragColor = vec4( col, 1.0 ); +} diff --git a/shaders/noise3.frag b/shaders/noise3.frag new file mode 100644 index 0000000..dfac8d6 --- /dev/null +++ b/shaders/noise3.frag @@ -0,0 +1,101 @@ +// Author: @samloeschen +// Title: paint archipelago + +// Quick exploration in fractal brownian motion and generating +// oil paint-like forms + +//generic random +float random(in vec2 st) +{ + return fract(sin(dot(st.xy, vec2(12.9898 ,78.233))) * 43758.5453123); +} + +//@morgan3D noise +float noise(in vec2 st) +{ + vec2 i = floor(st); + vec2 f = fract(st); + + // Four corners in 2D of a tile + float a = random(i); + float b = random(i + vec2(1.0, 0.0)); + float c = random(i + vec2(0.0, 1.0)); + float d = random(i + vec2(1.0, 1.0)); + + vec2 u = f * f * (3.0 - 2.0 * f); + + return mix(a, b, u.x) + + (c - a)* u.y * (1.0 - u.x) + + (d - b) * u.x * u.y; +} + +//could probably reduce octaves but meh +#define octaves 11 + +float fbm(in vec2 p) +{ + float value = 0.0; + float freq = 1.0; + float amp = 0.5; + + for (int i = 0; i < octaves; i++) { + value += amp * (noise((p - vec2(1.0)) * freq)); + freq *= 1.9; + amp *= 0.6; + } + + return value; +} + +//basically all the fbm warps are offset by big slow sine patterns +//when they diverge/are moving away from each other the fluidity feels faster, +//and when they converge its more chilled out + +//I haven't tried animating the fbm scales yet but could be cool? + +//TODO: add params to further manipulate color ramps with the domain warping +float pattern(in vec2 p) +{ + vec2 offset = vec2(-0.5); + + //generate main peaks/valleys + vec2 aPos = vec2(sin(iTime * 0.005), sin(iTime * 0.01)) * 6.; + vec2 aScale = vec2(3.0); + float a = fbm(p * aScale + aPos); + + //1st domain warp + vec2 bPos = vec2(sin(iTime * 0.01), sin(iTime * 0.01)) * 1.; + vec2 bScale = vec2(0.5); + float b = fbm((p + a) * bScale + bPos); + + //2nd domain warp, yay now its paint. this one creates a bunch of diagonal countours that it wasn't + //immediately obvious how to remove, but they kind of look like sun shafts so whatever + vec2 cPos = vec2(-0.6, -0.5) + vec2(sin(-iTime * 0.001), sin(iTime * 0.01)) * 2.; + vec2 cScale = vec2(2.); //this scale "zooms" the image + float c = fbm((p + b) * cScale + cPos); + return c; +} + +//iq palette +vec3 palette(in float t) +{ + vec3 a = vec3(0.5, 0.5, 0.5); + vec3 b = vec3(0.45, 0.25, 0.14); + vec3 c = vec3(1.0 ,1.0, 1.0); + vec3 d = vec3(0.0, 0.1, 0.2); + return a + b * cos(6.28318 * (c * t + d)); +} + +#define hue(v) (.5 + cos(6.3 * (v) + vec4(0, 23, 21, 0))) + +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + vec2 p = fragCoord.xy / iResolution.xy; + p.x *= iResolution.x / iResolution.y; + + float value = pow(pattern(p), 2.); + + vec3 color = hue(value + fbm(p + iTime * .1) + iTime * .5).rgb; + + fragColor = vec4(color, 1.0); +} diff --git a/shaders/noise4.frag b/shaders/noise4.frag new file mode 100644 index 0000000..7af3cf7 --- /dev/null +++ b/shaders/noise4.frag @@ -0,0 +1,22 @@ +#define PI 3.14159 +#define TWO_PI (PI * 2.0) +#define N 26 + +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + vec2 v = (fragCoord.xy - iResolution.xy) / min(iResolution.x, iResolution.y); + + v *= 5.0; + v -= vec2(200.0); + + float col = 0.10; + + for (int i = 0; i < N; i++) { + float a = float(i) * (TWO_PI / N) * 61.95; + col += cos(TWO_PI * (v.y * cos(a) + v.x * sin(a) + sin(iTime * 0.004) * 100.0)); + } + + col /= 3.0; + + fragColor = vec4(col*1.50, -col*1.0,-col*1.0, 1.0); +} diff --git a/shaders/noise5.frag b/shaders/noise5.frag new file mode 100644 index 0000000..e6f6aad --- /dev/null +++ b/shaders/noise5.frag @@ -0,0 +1,48 @@ +bool mode; + +vec3 fcos(vec3 x) +{ + vec3 w = fwidth(x); + return cos(x) * sin(0.5 * w) / (0.5 * w); +} + +vec3 getColor(in float t) +{ + vec3 col = vec3(0.4,0.4,0.4); + col += 0.12*fcos(6.28318*t* 1.0+vec3(0.0,0.8,1.1)); + col += 0.11*fcos(6.28318*t* 3.1+vec3(0.3,0.4,0.1)); + col += 0.10*fcos(6.28318*t* 5.1+vec3(0.1,0.7,1.1)); + col += 0.09*fcos(6.28318*t* 9.1+vec3(0.2,0.8,1.4)); + col += 0.08*fcos(6.28318*t* 17.1+vec3(0.2,0.6,0.7)); + col += 0.07*fcos(6.28318*t* 31.1+vec3(0.1,0.6,0.7)); + col += 0.06*fcos(6.28318*t* 65.1+vec3(0.0,0.5,0.8)); + col += 0.06*fcos(6.28318*t*115.1+vec3(0.1,0.4,0.7)); + col += 0.09*fcos(6.28318*t*265.1+vec3(1.1,1.4,2.7)); + return col; +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 p = (2.0 * fragCoord.xy - iResolution.xy) / max(iResolution.x, iResolution.y); + + // deform 1 + p *= 0.25; + p = 0.5 * p / dot(p, p); + vec2 q = p; + p.x += iTime * 0.1; + + // deform 2 + p += 0.2 * cos(1.5 * p.yx + 0.03 * 1.0 * iTime + vec2(0.1, 1.1)); + p += 0.2 * cos(2.4 * p.yx + 0.03 * 1.6 * iTime + vec2(4.5, 2.6)); + p += 0.2 * cos(3.3 * p.yx + 0.03 * 1.2 * iTime + vec2(3.2, 3.4)); + p += 0.2 * cos(4.2 * p.yx + 0.03 * 1.7 * iTime + vec2(1.8, 5.2)); + p += 0.2 * cos(9.1 * p.yx + 0.03 * 1.1 * iTime + vec2(6.3, 3.9)); + + // base color pattern + vec3 col = getColor(0.5 * length(p)); + + // lighting + col *= 1.4 - 0.07 * length(q); + + fragColor = vec4(col, 1.0); +} diff --git a/shaders/noise6.frag b/shaders/noise6.frag new file mode 100644 index 0000000..135a9ab --- /dev/null +++ b/shaders/noise6.frag @@ -0,0 +1,33 @@ +mat2 rotate2D(float r) +{ + return mat2(cos(r), sin(r), -sin(r), cos(r)); +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + vec2 uv = (fragCoord.xy - 0.5 * iResolution.xy) / min(iResolution.x, iResolution.y); + vec3 col = vec3(0); + float t = iTime * 0.15; + + vec2 n = vec2(0); + vec2 q = vec2(0); + vec2 p = uv; + float d = dot(p, p); + float S = 20.0; + float a = 0.0; + mat2 m = rotate2D(4.0); + + for (int j = 0; j < 20; ++j) { + p *= m; + n *= m; + q = p * S + t * 1.0 + sin(t * 4. - d * 6.) * 0.8 + float(j) + n; + a += dot(cos(q) / S, vec2(0.2)); + n += sin(q); + S *= 1.2; + } + + col = vec3(1.3, 2.5, 4) * (a + 0.3) + a + a + a - (d * 0.5); + + fragColor = vec4(col, 1.0); +} +