#ifndef PI #define PI 3.1415927 #endif #include inc_time.glsl #include inc_rand.glsl #include inc_res.glsl #ifndef INC_FUNCTIONS #define INC_FUNCTIONS // BASICS float istep(float x, float y) { return 1. - step(x, y); } float estep(float x, float y) { return smoothstep(x - .0001, x + .0001, y); } float iestep(float x, float y) { return 1. - estep(x, y); } float ease(float x) { return .5 - cos(max(min(x, 1.), 0.) * PI) * .5; } vec2 ease(vec2 x) { return .5 - cos(max(min(x, 1.), 0.) * PI) * .5; } vec3 ease(vec3 x) { return .5 - cos(max(min(x, 1.), 0.) * PI) * .5; } float saw(float x) { return abs(mod(x + 1., 2.) - 1.); } vec2 saw(vec2 x) { return abs(mod(x + 1., 2.) - 1.); } vec3 saw(vec3 x) { return abs(mod(x + 1., 2.) - 1.); } float cmod(float x, float k) { return mod(x + k * .5, k) - k * .5; } vec2 cmod(vec2 x, float k) { return mod(x + k * .5, k) - k * .5; } vec3 cmod(vec3 x, float k) { return mod(x + k * .5, k) - k * .5; } // COLORS vec3 col(float x) { return vec3( .5 * (sin(x * 2. * PI) + 1.), .5 * (sin(x * 2. * PI + 2. * PI / 3.) + 1.), .5 * (sin(x * 2. * PI - 2. * PI / 3.) + 1.) ); } vec3 shift(vec3 c, float f) { return vec3( c.x * (1. - f) + c.y * f, c.y * (1. - f) + c.z * f, c.z * (1. - f) + c.x * f ); } vec3 shift3(vec3 c, float f) { return shift(shift(shift(c, f), f), f); } vec3 mix3(vec3 c1, vec3 c2, vec3 c3, float x) { return istep(.5, x) * mix(c1, c2, x * 2.) + step(.5, x) * mix(c2, c3, x * 2. - 1.); } vec3 mix4(vec3 c1, vec3 c2, vec3 c3, vec3 c4, float x) { return istep(.333, x) * mix(c1, c2, x * 3.) + step(.333, x) * istep(.667, x) * mix(c2, c3, x * 3. - 1.) + step(.667, x) * mix(c3, c4, x * 3. - 2.); ; } vec3 mix5(vec3 c1, vec3 c2, vec3 c3, vec3 c4, vec3 c5, float x) { return istep(.25, x) * mix(c1, c2, x * 4.) + step(.25, x) * istep(.5, x) * mix(c2, c3, x * 4. - 1.) + step(.5, x) * istep(.75, x) * mix(c3, c4, x * 4. - 2.) + step(.75, x) * mix(c4, c5, x * 4. - 3.); } vec3 mix6(vec3 c1, vec3 c2, vec3 c3, vec3 c4, vec3 c5, vec3 c6, float x) { return istep(.2, x) * mix(c1, c2, x * 5) + step(.2, x) * istep(.4, x) * mix(c2, c3, x * 5. - 1.) + step(.4, x) * istep(.6, x) * mix(c3, c4, x * 5. - 2.) + step(.6, x) * istep(.8, x) * mix(c4, c5, x * 5. - 3.) + step(.8, x) * mix(c5, c6, x * 5. - 4.); } float mean(vec3 v) { return v.x * .3333 + v.y * .3333 + v.z * .3333; } float mean(vec4 v) { return v.x * .3333 + v.y * .3333 + v.z * .3333; } // OTHER mat2 rot(float angle) { return mat2( cos(angle * 2. * PI), -sin(angle * 2. * PI), sin(angle * 2. * PI), cos(angle * 2. * PI) ); } // EFFECTS vec2 lens(vec2 uv, float limit, float power) { return uv * (1. + limit + length(uv * power)); } vec2 kal(vec2 uv, float n) { float t = atan(uv.y, uv.x) + PI * .5; float q = 3. / (2. * PI); t = abs(mod(t + PI / (n), 2. * PI / n) - PI / (n)); return length(uv) * vec2( cos(t), sin(t) ); } vec2 kal2(vec2 uv, float n) { float t = atan(uv.y, uv.x) + PI * .5; float t2 = abs(mod(t + PI / n, 2. * PI / n) - PI / n); return length(uv) * vec2( cos(t2), sin(t2) ); } // NOISE float noise(vec2 n) { const vec2 d = vec2(0., 1.); vec2 b = floor(n); vec2 f = fract(n); f *= f * (3. - 2. * f); return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y); } float noise_f(vec2 n, int f) { float o = noise(n) * .5; o += mix(o, noise(n * 2.), f > 1. ? 1. : 0.) * .25; o += mix(o, noise(n * 4.), f > 2. ? 1. : 0.) * .125; o += mix(o, noise(n * 8.), f > 3. ? 1. : 0.) * .0625; o += mix(o, noise(n * 16.), f > 4. ? 1. : 0.) * .03125; return o; } // VORONOI float v_index(vec2 uv) { return floor(uv.x) + floor(uv.y) * 45.; } vec2 v_pos(float i, int seed, float time) { int iTimeId = int(time); float iTimeV = time - iTimeId; float x0 = rand(i + seed + iTimeId); float y0 = rand(i + seed + 10. + iTimeId); float x1 = rand(i + seed + iTimeId + 1.); float y1 = rand(i + seed + 10. + iTimeId + 1.); return vec2( mix(x0, x1, ease(ease(iTimeV))), mix(y0, y1, ease(ease(iTimeV))) ); } vec4 voronoi(vec2 uv, float dist, int seed, float time) { vec4 o = vec4(0., 0., 2., 0.); vec4 t = vec4(0., 0., 2., 0.); float d, i; vec2 uv2, p; int dx, dy; for (dx = -1; dx <= 1; dx++) { for (dy = -1; dy <= 1; dy++) { uv2 = vec2(floor(uv.x) + dx, floor(uv.y) + dy); i = v_index(uv2); p = uv2 + v_pos(i, seed, time) * dist; d = length(p - uv); if (d < o.z) { t = o; o = vec4(p, d, i); } else if (d < t.z) { t = vec4(p, d, i); } } } return vec4(o.z, t.z, o.w, t.w); } // SHAPES float circle(vec2 uv, vec2 c, float size) { return istep(size, length(uv - c)); } float h_circle(vec2 uv, vec2 c, float size, float k) { return circle(uv, c, size + k * .5) - circle(uv, c, size - k * .5); } float stripe(float x, float k1, float k2) { return k2 > k1 ? (1. - step(x, k1)) * (step(x, k2)) : ((1. - step(x, k2)) * (step(x, k1))); } float capsule(vec2 uv, float r, float d, float a) { uv *= rot(a); float f1 = step(uv.x, r) * step(-uv.x, r) * step(uv.y, d - r) * step(-uv.y, d - r); float f2 = step(length(uv - vec2(0., d - r)), r); float f3 = step(length(uv + vec2(0., d - r)), r); return min(1., f1 + f2 + f3); } float rect(vec2 uv, vec2 c, vec2 size) { uv -= c; return step(abs(uv.x), size.x) * step(abs(uv.y), size.y); } float h_rect(vec2 uv, vec2 c, vec2 size, float k) { return rect(uv, c, size + k * .5) - rect(uv, c, size - k * .5); } float line(vec2 uv, vec2 p1, vec2 p2, float thick) { vec2 p = p2 - p1; uv -= p1; vec2 k; if (abs(p.y) > abs(p.x)) { k = vec2( uv.x - p.x * uv.y / p.y, uv.y / p.y ); return step(k.x, thick * .5) * step(-k.x, thick * .5) * step(k.y, 1.) * (1. - step(k.y, 0.)); } else { k = vec2( uv.x / p.x, uv.y - p.y * uv.x / p.x ); return step(k.y, thick * .5) * step(-k.y, thick * .5) * step(k.x, 1.) * (1. - step(k.x, 0.)); } } const mat2x2 ISOMETRIC_MATRIX = mat2x2( .5, 1., .5, -1. ); vec2 iso(vec2 p) { return p * ISOMETRIC_MATRIX; } vec2 iso_z(float z) { return vec2( -z, z ); } vec2 iso(vec3 uv) { return iso(uv.xy) + iso_z(uv.z); } // INPUTS vec4 reframe(sampler2D tex, vec2 uv) { uv = uv * vec2(iResolution.y / iResolution.x, 1.) + .5; uv = saw(uv); return texture(tex, uv); } vec4 reframe_b(sampler2D tex, vec2 uv) { uv = uv * vec2(iResolution.y / iResolution.x, 1.) + .5; return texture(tex, uv); } vec4 kernel(sampler2D tex, vec2 uv, mat3x3 k, float spm) { int x, y; vec2 offset; vec4 sum = vec4(0.); for (y = -1; y <= 1; ++y) { for (x = -1; x <= 1; ++x) { offset = vec2(x, y) * spm; if (abs(k[x + 1][y + 1]) > 0) { sum += k[x + 1][y + 1] * texture(tex, uv + offset); } } } return sum; } // BLUR float gaussian_weight(float x, float sigma) { return exp(-(x * x) / (2. * sigma * sigma)); } vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm, float sigma, float bloom) { int x, y; vec2 offset; float w; vec4 sum = vec4(0.); float weight_sum = 0.; for (y = -kernel_size; y <= kernel_size; ++y) { for (x = -kernel_size; x <= kernel_size; ++x) { offset = vec2(x, y) * spm; w = gaussian_weight(length(vec2(x, y)), sigma); sum += texture(tex, uv + offset) * w; weight_sum += w; } } return (sum / weight_sum) * bloom; } vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm, float sigma) { return gauss(tex, uv, kernel_size, spm, sigma, 1.); } vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm) { return gauss(tex, uv, kernel_size, spm, 2.); } vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size) { return gauss(tex, uv, kernel_size, 1. / max(iResolution.x, iResolution.y)); } vec4 gauss(sampler2D tex, vec2 uv) { return gauss(tex, uv, 3); } float dither(vec2 uv, float x) { bool o = false; o = o || x * 16. >= 1. && floor(mod(uv.x, 4.)) == 0. && floor(mod(uv.y, 4.)) == 0.; o = o || x * 16. >= 2. && floor(mod(uv.x, 4.)) == 2. && floor(mod(uv.y, 4.)) == 2.; o = o || x * 16. >= 3. && floor(mod(uv.x, 4.)) == 0. && floor(mod(uv.y, 4.)) == 2.; o = o || x * 16. >= 4. && floor(mod(uv.x, 4.)) == 2. && floor(mod(uv.y, 4.)) == 0.; o = o || x * 16. >= 5. && floor(mod(uv.x, 4.)) == 1. && floor(mod(uv.y, 4.)) == 1.; o = o || x * 16. >= 6. && floor(mod(uv.x, 4.)) == 3. && floor(mod(uv.y, 4.)) == 3.; o = o || x * 16. >= 7. && floor(mod(uv.x, 4.)) == 1. && floor(mod(uv.y, 4.)) == 3.; o = o || x * 16. >= 8. && floor(mod(uv.x, 4.)) == 3. && floor(mod(uv.y, 4.)) == 1.; o = o || x * 16. >= 9. && floor(mod(uv.x, 4.)) == 1. && floor(mod(uv.y, 4.)) == 0.; o = o || x * 16. >= 10. && floor(mod(uv.x, 4.)) == 3. && floor(mod(uv.y, 4.)) == 2.; o = o || x * 16. >= 11. && floor(mod(uv.x, 4.)) == 1. && floor(mod(uv.y, 4.)) == 2.; o = o || x * 16. >= 12. && floor(mod(uv.x, 4.)) == 3. && floor(mod(uv.y, 4.)) == 0.; o = o || x * 16. >= 13. && floor(mod(uv.x, 4.)) == 0. && floor(mod(uv.y, 4.)) == 1.; o = o || x * 16. >= 14. && floor(mod(uv.x, 4.)) == 2. && floor(mod(uv.y, 4.)) == 3.; o = o || x * 16. >= 15. && floor(mod(uv.x, 4.)) == 0. && floor(mod(uv.y, 4.)) == 3.; o = o || x * 16. >= 16. && floor(mod(uv.x, 4.)) == 2. && floor(mod(uv.y, 4.)) == 1.; return o ? 1. : 0.; } #endif