initial
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0bf035e7bb
18
fence/art-of-code-example.frag
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fence/art-of-code-example.frag
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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void main() {
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vec3 color = vec3(0);
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vec2 st = (gl_FragCoord.xy-.5*u_resolution.xy)/u_resolution.y;
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float m = smoothstep(0.05, 0.0, abs(st.x));
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color += m;
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gl_FragColor = vec4(color,1.0);
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}
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fence/example.frag
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28
fence/example.frag
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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// Plot a line on Y using a value between 0.0-1.0
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float plot(vec2 st, float pct){
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return smoothstep( pct-0.02, pct, st.y) -
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smoothstep( pct, pct+0.02, st.y);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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float y = st.x;
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vec3 color = vec3(y);
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// Plot a line
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float pct = plot(st,y);
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color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
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gl_FragColor = vec4(color,1.0);
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}
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BIN
fence/kynd functions.png
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BIN
fence/kynd functions.png
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After Width: | Height: | Size: 22 KiB |
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fence/mod_with_number_first.frag
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fence/mod_with_number_first.frag
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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// Plot a line on Y using a value between 0.0-1.0
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float plot(vec2 st, float pct){
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return smoothstep( pct-0.02, pct, st.y) -
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smoothstep( pct, pct+0.02, st.y);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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float y = mod(13.5, st.x);
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vec3 color = vec3(y);
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// Plot a line
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float pct = plot(st,y);
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color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
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gl_FragColor = vec4(color,1.0);
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}
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19
fence/scratch.frag
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19
fence/scratch.frag
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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void main() {
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vec3 color = vec3(0);
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vec2 st = (gl_FragCoord.xy-.5*u_resolution.xy)/u_resolution.y;
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st *= u_time;
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float m = .5 - abs(sin(st.x));
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color += m;
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gl_FragColor = vec4(color,1.0);
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}
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15
simplest.frag
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15
simplest.frag
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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void main() {
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// make a vector that puts all x and y values between 0.0 - 1.0 so we can use it as a color
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vec2 st = gl_FragCoord.xy/u_resolution;
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// use time to change the blue hue of the screen
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gl_FragColor = vec4(st.x,st.y,abs(sin(u_time)),1.0);
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}
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