This commit is contained in:
Anish Lakhwara 2020-04-24 16:07:47 +10:00
commit 0bf035e7bb
6 changed files with 108 additions and 0 deletions

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
void main() {
vec3 color = vec3(0);
vec2 st = (gl_FragCoord.xy-.5*u_resolution.xy)/u_resolution.y;
float m = smoothstep(0.05, 0.0, abs(st.x));
color += m;
gl_FragColor = vec4(color,1.0);
}

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fence/example.frag Normal file
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
// Plot a line on Y using a value between 0.0-1.0
float plot(vec2 st, float pct){
return smoothstep( pct-0.02, pct, st.y) -
smoothstep( pct, pct+0.02, st.y);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
float y = st.x;
vec3 color = vec3(y);
// Plot a line
float pct = plot(st,y);
color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
gl_FragColor = vec4(color,1.0);
}

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
// Plot a line on Y using a value between 0.0-1.0
float plot(vec2 st, float pct){
return smoothstep( pct-0.02, pct, st.y) -
smoothstep( pct, pct+0.02, st.y);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
float y = mod(13.5, st.x);
vec3 color = vec3(y);
// Plot a line
float pct = plot(st,y);
color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
gl_FragColor = vec4(color,1.0);
}

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fence/scratch.frag Normal file
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
void main() {
vec3 color = vec3(0);
vec2 st = (gl_FragCoord.xy-.5*u_resolution.xy)/u_resolution.y;
st *= u_time;
float m = .5 - abs(sin(st.x));
color += m;
gl_FragColor = vec4(color,1.0);
}

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simplest.frag Normal file
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
void main() {
// make a vector that puts all x and y values between 0.0 - 1.0 so we can use it as a color
vec2 st = gl_FragCoord.xy/u_resolution;
// use time to change the blue hue of the screen
gl_FragColor = vec4(st.x,st.y,abs(sin(u_time)),1.0);
}