expo-processing/data/defaultShader.cpp

125 lines
4.1 KiB
C++
Executable File

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
// From Processing 2.1 and up, this line is optional
#define PROCESSING_COLOR_SHADER
// if you are using the filter() function, replace the above with
// #define PROCESSING_TEXTURE_SHADER
// ----------------------
// SHADERTOY UNIFORMS -
// ----------------------
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iTime; // shader playback time (in seconds) (replaces iGlobalTime which is now obsolete)
uniform float iTimeDelta; // render time (in seconds)
uniform int iFrame; // shader playback frame
uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click
uniform vec4 iDate; // (year, month, day, time in seconds)
//uniform float iChannelTime[2];
//uniform vec3 iChannelResolution[2];
// Channels can be either 2D maps or Cubemaps.
// Pick the ones you need and uncomment them.
// uniform float iChannelTime[1..4]; // channel playback time (in seconds)
// uniform vec3 iChannelResolution[1..4]; // channel resolution (in pixels)
/*
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform sampler2D iChannel2;
uniform sampler2D iChannel3;
uniform samplerCube iChannel0;
uniform samplerCube iChannel1;
uniform samplerCube iChannel2;
uniform samplerCube iChannel3;
uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)
uniform float iChannelTime[4]; // Channel playback time (in seconds)
*/
void mainImage( out vec4 fragColor, in vec2 fragCoord );
void main() {
mainImage(gl_FragColor,gl_FragCoord.xy);
}
// ------------------------------
// SHADERTOY CODE BEGINS HERE -
// ------------------------------
vec2 cinv(in vec2 z)
{
return (vec2(z.x, -z.y) / dot(z, z));
}
vec2 cmul(in vec2 z1, in vec2 z2)
{
return(vec2(z1.x * z2.x - z1.y * z2.y, z1.x * z2.y + z1.y * z2.x));
}
vec2 cdiv(in vec2 z1, in vec2 z2)
{
return (cmul(z1, cinv(z2)));
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float myTime = iTime * 0.03;
vec2 a0 = vec2(sin(16 * myTime) * 1.0 + 5, 0);
vec2 a1 = vec2(sin(17 * myTime) * 2.0, 0);
vec2 a2 = vec2(sin(18 * myTime) * 3.0, 0);
vec2 a3 = vec2(sin(19 * myTime) * 4.0, 0);
vec2 a4 = vec2(sin(1.1 * myTime) * 5.0, 0);
vec2 a5 = vec2(sin(1.2 * myTime) * 6.0, 0);
vec2 a6 = vec2(sin(1.3 * myTime) * 7.0, 0);
vec2 a7 = vec2(sin(1.4 * myTime) * 8.0, 0);
vec2 a8 = vec2(sin(15 * myTime) * 9.0, 0);
vec2 a9 = vec2(sin(16 * myTime) * 10.0, sin(iTime));
vec2 a10 = vec2(sin(17 * myTime) * 11.0,1 + sin(myTime) * 0.2);
vec2 a = vec2(1.0, 1 + sin(0.16 * myTime) * 0.002);
vec2 c = vec2(0.01, sin(iTime) / 10);
// Normalized pixel coordinates (from 0 to 1)
vec2 z = cmul((fragCoord/iResolution.xy - 0.5), vec2(4,0));
vec2 init_z = z;
z.x = abs(z.x);
z.y = abs(z.y);
vec2 old_z = z;
float i_backup;
for (float i = 0.0; i < 16.0; i++)
{
z = z - cmul(a, cdiv(a0 + cmul(z, a1 + cmul(z, a2 + cmul(z, a3 + cmul(z, a4 + cmul(z, a5
+ cmul(z, a6 + cmul(z, a7 + cmul(z, a8 + cmul(z, a9 + cmul(a10, z)))))))))),
a1 + cmul(z, cmul(a2, vec2(2, 0)) + cmul(z, cmul(a3, vec2(3, 0))
+ cmul(z, cmul(a4, vec2(4, 0)) + cmul(z, cmul(a5, vec2(5, 0))
+ cmul(z, cmul(a6, vec2(6, 0)) + cmul(z, cmul(a7, vec2(7, 0))
+ cmul(z, cmul(a8, vec2(8, 0)) + cmul(z, cmul(a9, vec2(9, 0))
+ cmul(cmul(a10, vec2(10, 0)), z))))))))))) + c;
if (old_z.x * old_z.x + old_z.y * old_z.y < z.x * z.x + z.y * z.y + 0.001
&& old_z.x * old_z.x + old_z.y * old_z.y > z.x * z.x + z.y * z.y - 0.001)
{
i_backup = i / 16.0;
break;
}
old_z = z;
}
if (dot(init_z, init_z) > log(10) - log(10 - iTime) && iTime < 10)
fragColor = vec4(0,0,0,1);
else
fragColor = vec4(z.x, z.y, i_backup, 1.0);
}
// ----------------------------
// SHADERTOY CODE ENDS HERE -
// ----------------------------