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Wet Fuzzy Disco Thingie
A doodle based on the pseudo-randomness of displaced FBM patterns and a really dirty mess with the colors that ended up looking like a weird fuzzy disco thingie.
Created by marcogomez on Wed, 25 Aug 2021 10:47:06 GMT.
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm7Texture; uniform vec2 resolution; uniform float time; uniform float fft; const float reinhardAmount = 0.5; const float contrast = 1.0; const float brightness = 2.1; const float amount = 1.0; const float saturation = 1.2; const vec2 vignetteSize = vec2(0.35, 0.35); const float vignetteRoundness = 0.12; const float vignetteMix = 0.5; const float vignetteSmoothness = 0.42; const float W = 1.2; const float T = 7.5; float filmicReinhardCurve(float x) { float q = (T * T + 1.0) * x * x; return q / (q + x + T * T); } vec3 filmicReinhard(vec3 c) { float w = filmicReinhardCurve(W); return vec3( filmicReinhardCurve(c.r), filmicReinhardCurve(c.g), filmicReinhardCurve(c.b) ) / w; } vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con) { const float AvgLumR = 0.5; const float AvgLumG = 0.5; const float AvgLumB = 0.5; const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 brtColor = color * brt; vec3 intensity = vec3(dot(brtColor, LumCoeff)); vec3 satColor = mix(intensity, brtColor, sat); vec3 conColor = mix(AvgLumin, satColor, con); return conColor; } float sdSquare(vec2 point, float width) { vec2 d = abs(point) - width; return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)); } float vignette(vec2 uv, vec2 size, float roundness, float smoothness) { uv -= 0.5; float minWidth = min(size.x, size.y); uv.x = sign(uv.x) * clamp(abs(uv.x) - abs(minWidth - size.x), 0.0, 1.0); uv.y = sign(uv.y) * clamp(abs(uv.y) - abs(minWidth - size.y), 0.0, 1.0); float boxSize = minWidth * (1.0 - roundness); float dist = sdSquare(uv, boxSize) - (minWidth * roundness); return 1.0 - smoothstep(0.0, smoothness, dist); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm7 = texture2D(prgm7Texture, uv); vec3 reinhard = filmicReinhard(prgm7.rgb); vec3 color = prgm7.rgb; color = mix(prgm7.rgb, reinhard, reinhardAmount); color = ContrastSaturationBrightness(color, brightness, saturation, contrast); float v = vignette(uv, vignetteSize, vignetteRoundness, vignetteSmoothness); vec3 vig = color * v; color = mix(color, vig, vignetteMix); color = mix(prgm7.xyz, color, amount); color = clamp(color, 0.0, 1.0); gl_FragColor = vec4(color, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D noiseTexture; uniform vec2 resolution; uniform vec2 mouselerp; uniform float time; uniform float fft; const float PI = acos(-1.0); const float TAU = PI * 2.0; const float bgWaveSpeed = 2.0; const float xDistMag = 0.05; const float yDistMag = 0.05; const float xSineCycles = TAU; const float ySineCycles = TAU; const float tPixelSize = 16.0; const float transitionSpread = 0.5; const float transitionSpeed = 0.105; const float transitionIntensity = 8.0; vec2 warp(vec2 uv, vec2 warpAmount) { uv = uv * 2.0 - 1.0; vec2 offset = abs(uv.yx) / vec2(warpAmount.x, warpAmount.y); uv = uv + uv * offset * offset; uv = uv * 0.5 + 0.5; return uv; } vec2 hash22(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * vec3(0.1031, 0.1030, 0.0973)); p3 += dot(p3, p3.yzx + 19.19); return fract((p3.xx + p3.yz) * p3.zy); } vec2 rand(vec2 uv) { uv = fract(uv * vec2(5.3987, 5.4421)); uv += dot(uv.yx, uv.xy + vec2(21.5351, 14.3137)); float xy = uv.x * uv.y; return vec2(fract(xy * 95.4307), fract(xy * 75.04961)); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; float ar = resolution.x / resolution.y; uv *= vec2(ar, 1.0); vec4 col = vec4(1.0); float ti = 256.0; float mi = 8.0; uv += mouselerp * vec2(0.25 * ar, 0.25); uv.y += time * 0.12; float minRes = min(resolution.x, resolution.y); vec2 fc = gl_FragCoord.xy / minRes; float wt = time * bgWaveSpeed; float xAngle = wt + fc.y * ySineCycles; float yAngle = wt + fc.x * xSineCycles; bool bxHalf, byHalf; vec2 distortOffset = vec2(sin(xAngle), sin(yAngle)) * vec2(xDistMag, yDistMag) * 0.5; uv += distortOffset; float uvm = 16.0; vec2 id = floor(uv * uvm); vec2 ruv = fract(uv * uvm) - 0.5; vec2 noiseUV = ruv / resolution.xy; float noise = texture2D(noiseTexture, noiseUV).x * transitionSpread; float progress = (time * transitionSpeed) + noiseUV.y + noise; float peak = cos(progress) * transitionIntensity; float transition = clamp(peak, 0.0, 1.0); float f = fft * 0.5; vec2 hashA = vec2( (rand(id).x) + f, (rand(id * 3.0 + 2.0).y) + f ); vec2 hashB = vec2( (rand(id).x * 1.5) + f, (rand(id * 3.0 + 2.0).y * 1.5) + f ); vec2 hash = mix(hashA, hashB, transition); vec2 n = vec2( pow(abs(sin(time * 0.7 + hash.x * 1.5)), 2.0), pow(abs(cos(time * 2.1 + hash.y * 5.0)), 2.0) ); float d = max(dot(vec2(0.9, -0.8), n), 0.01); float c = smoothstep(0.5, 0.1, length(ruv)); vec3 colA = vec3(0.3, 0.0, 0.6); vec3 colB = vec3(0.0, 0.4, 0.7); vec3 colC = vec3(0.6, 0.3, 0.3); vec3 colD = vec3(0.0, 0.3, 0.8); vec3 mcolA = mix(colA, colB, d) * c * d; vec3 mcolB = mix(colC, colD, d) * c * d; vec3 mcol = mix(mcolB, mcolA, transition); col.xyz = mcol; gl_FragColor = col; }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D noiseTexture; uniform sampler2D prgm1Texture; uniform vec2 resolution; uniform float time; vec4 rgbShift(vec2 p , vec4 shift) { shift *= 2.0 * shift.w - 1.0; vec2 rs = vec2(shift.x, -shift.y); vec2 gs = vec2(shift.y, -shift.z); vec2 bs = vec2(shift.z, -shift.x); float r = texture2D(prgm1Texture, p + rs, 0.0).x; float g = texture2D(prgm1Texture, p + gs, 0.0).y; float b = texture2D(prgm1Texture, p + bs, 0.0).z; return vec4(r,g,b,1.0); } vec4 noise(vec2 uv) { return texture2D(noiseTexture, uv, 0.0); } vec4 vec4pow(vec4 v, float p) { return vec4( pow(v.x, p), pow(v.y, p), pow(v.z, p), v.w ); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 mo = uv * 2.0 - 1.0; mo *= 0.01; vec3 chromaticAberration; chromaticAberration.r = texture2D(prgm1Texture, uv - mo * 0.05, 0.0).r; chromaticAberration.g = texture2D(prgm1Texture, uv - mo * 0.15, 0.0).g; chromaticAberration.b = texture2D(prgm1Texture, uv - mo * 0.25, 0.0).b; vec4 color = vec4(vec3(0.0), 1.0); color.xyz = mix(color.xyz, chromaticAberration, 0.3); const float speed = 0.01; const float amplitude = 0.015; vec4 shift = vec4pow( noise( vec2(speed * time, speed * time / 25.0 ) ), 8.0 ) * vec4(vec3(amplitude), 1.0); color += rgbShift(uv, shift); vec4 prgm1 = texture2D(prgm1Texture, uv); gl_FragColor = vec4( clamp(mix(color.xyz, prgm1.xyz, 0.3), 0.0, 1.0), 1.0 ); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm3Texture; uniform sampler2D prgm4Texture; uniform sampler2D prgm2Texture; uniform vec2 resolution; uniform vec2 mouse; uniform float time; uniform int frame; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 mp = ((mouse + 1.0) * 0.5) * resolution; vec3 e = vec3(vec2(1.0) / resolution.xy, 0.0); vec2 q = uv; vec4 c = texture2D(prgm3Texture, q); float p11 = c.x; float p10 = texture2D(prgm4Texture, q - e.zy).x + texture2D(prgm2Texture, q - e.zy).x * 0.007; float p01 = texture2D(prgm4Texture, q - e.xz).x + texture2D(prgm2Texture, q - e.xz).x * 0.007; float p21 = texture2D(prgm4Texture, q + e.xz).x + texture2D(prgm2Texture, q + e.xz).x * 0.007; float p12 = texture2D(prgm4Texture, q + e.zy).x + texture2D(prgm2Texture, q + e.zy).x * 0.007; float d = 0.0; d = smoothstep(86.0, 0.5, length(mp.xy - gl_FragCoord.xy) * 1.5); d += -(p11 - 0.5) * 2.0 + (p10 + p01 + p21 + p12 - 2.0); d *= 0.9965; d *= max(min(1.0, float(frame)), 0.0) * clamp(time - 1.0, 0.0, 1.0); d = d * 0.5 + 0.5; gl_FragColor = vec4(d, 0.0, 0.0, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm3Texture; uniform sampler2D prgm4Texture; uniform sampler2D prgm2Texture; uniform vec2 resolution; uniform vec2 mouselerp; uniform float time; uniform int frame; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 mp = ((mouselerp + 1.0) * 0.5) * resolution; vec3 e = vec3(vec2(1.0) / resolution.xy, 0.0); vec2 q = uv; vec4 c = texture2D(prgm4Texture, q); float p11 = c.x; float p10 = texture2D(prgm3Texture, q - e.zy).x + texture2D(prgm2Texture, q - e.zy).x * 0.0006; float p01 = texture2D(prgm3Texture, q - e.xz).x + texture2D(prgm2Texture, q - e.xz).x * 0.0006; float p21 = texture2D(prgm3Texture, q + e.xz).x + texture2D(prgm2Texture, q + e.xz).x * 0.0006; float p12 = texture2D(prgm3Texture, q + e.zy).x + texture2D(prgm2Texture, q + e.zy).x * 0.0006; float d = 0.0; d = smoothstep(212.0, 0.0, length(mp.xy - gl_FragCoord.xy) * resolution.x); d += -(p11 - 0.5) * 2.0 + (p10 + p01 + p21 + p12 - 2.0); d *= 0.999; d *= max(min(1.0, float(frame)), 0.0) * clamp(time - 1.0, 0.0, 1.0); d = d * 0.5 + 0.5; gl_FragColor = vec4(d, 0.0, 0.0, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm3Texture; uniform sampler2D prgm2Texture; uniform vec2 resolution; uniform vec2 mouse; uniform float time; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 mp = (( mouse + 1.0) * 0.5) * resolution; vec3 e = vec3(vec2(1.0) / resolution.xy, 0.0) * 0.17; float p10 = texture2D(prgm3Texture, uv - e.zy).x; float p01 = texture2D(prgm3Texture, uv - e.xz).x; float p21 = texture2D(prgm3Texture, uv + e.xz).x; float p12 = texture2D(prgm3Texture, uv + e.zy).x; vec3 grad = normalize(vec3(p21 - p01, p12 - p10, 1.0)); vec4 c = texture2D(prgm2Texture, uv + grad.xy * 0.3); vec3 light = normalize(vec3(0.2, -0.5, 0.7)); float diffuse = dot(grad, light); float spec = pow(abs(max(0.0, -reflect(light, grad).z)), 60.0); vec4 prgm2 = texture2D(prgm2Texture, gl_FragCoord.xy / resolution.xy); vec4 specCol = mix(vec4(spec), spec * prgm2, 0.75); vec4 col = mix(c, c * max(diffuse, 0.0) + specCol, 0.5); col = clamp(col, 0.005, 1.0); gl_FragColor = vec4(col.rgb, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm5Texture; uniform vec2 resolution; uniform float time; float hash(vec2 p) { return fract(sin(dot(p, vec2(41.0, 289.0))) * 45758.5453); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 col = texture2D(prgm5Texture, uv); float w = 0.1; vec2 a = vec2(uv.x - 0.5, uv.y - 0.66); vec2 b = a * 0.15 / float(10.0); uv += b * (hash(uv.xy + fract(time)) * 2.0); for (float i = 1.0; i > 0.8; i-= 0.0025) { uv -= 0.5; uv *= i; uv += 0.5; col += texture2D(prgm5Texture, uv) * w * 1.5; w *= 0.95; } col *= 0.9; gl_FragColor = col * 2.0; }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm6Texture; uniform vec2 resolution; uniform float time; const float PI = acos(-1.0); const float TAU = PI * 2.0; const float hardscan = -16.0; // -8.0 = soft | -16.0 = medium const float hardPix = -4.0; // -2.0 = soft | -4.0 = hard const float maskDark = 0.5; const float maskLight = 2.5; float toLinear(float c) { return (c <= 0.04045) ? c / 12.92 : pow(abs((c + 0.055) / 1.055), 2.4); } vec3 toLinear(vec3 c) { return vec3(toLinear(c.r), toLinear(c.g), toLinear(c.b)); } float toSRGB(float c) { return(c < 0.0031308 ? c * 12.92 : 1.055 * pow(abs(c), 0.41666) - 0.055); } vec3 toSRGB(vec3 c) { return vec3(toSRGB(c.r), toSRGB(c.g), toSRGB(c.b)); } vec3 fetch(vec2 pos, vec2 off, vec2 res) { pos = floor(pos * res + off) / res; if (max(abs(pos.x - 0.5), abs(pos.y - 0.5)) > 0.5) { return vec3(0.0); } return toLinear(texture2D(prgm6Texture, pos.xy, -16.0).xyz); } vec2 dist(vec2 pos, vec2 res) { pos = pos * res; return -((pos - floor(pos)) - vec2(0.5)); } float gauss(float pos, float scale) { return exp2(scale * pos * pos); } vec3 horz3(vec2 pos, float off, vec2 res) { vec3 b = fetch(pos, vec2(-1.0, off), res); vec3 c = fetch(pos, vec2(+0.0, off), res); vec3 d = fetch(pos, vec2(+1.0, off), res); float dst = dist(pos, res).x; float scale = hardPix; float wb = gauss(dst - 1.0, scale); float wc = gauss(dst + 0.0, scale); float wd = gauss(dst + 1.0, scale); return (b * wb + c * wc + d * wd) / (wb + wc + wd); } vec3 horz5(vec2 pos, float off, vec2 res) { vec3 a = fetch(pos, vec2(-2.0, off), res); vec3 b = fetch(pos, vec2(-1.0, off), res); vec3 c = fetch(pos, vec2(+0.0, off), res); vec3 d = fetch(pos, vec2(+1.0, off), res); vec3 e = fetch(pos, vec2(+2.0, off), res); float dst = dist(pos, res).x; float scale = hardPix; float wa = gauss(dst - 2.0, scale); float wb = gauss(dst - 1.0, scale); float wc = gauss(dst + 0.0, scale); float wd = gauss(dst + 1.0, scale); float we = gauss(dst + 2.0, scale); return (a * wa + b * wb + c * wc + d * wd + e * we) / (wa + wb + wc + wd + we); } float scan(vec2 pos, float off, vec2 res) { float dst = dist(pos, res).y; return gauss(dst + off, hardscan); } vec3 tri(vec2 pos, vec2 res) { vec3 a = horz3(pos, -1.0, res); vec3 b = horz5(pos, +0.0, res); vec3 c = horz3(pos, +1.0, res); float wa = scan(pos, -1.0, res); float wb = scan(pos, +0.0, res); float wc = scan(pos, +1.0, res); return a * wa + b * wb + c * wc; } vec3 mask(vec2 pos) { pos.x += pos.y * 3.0; vec3 m = vec3(maskDark, maskDark, maskDark); pos.x = fract(pos.x / 6.0); if (pos.x < 0.333) { m.r = maskLight; } else if (pos.x < 0.666) { m.g = maskLight; } else { m.b = maskLight; } return m; } float bar(float pos, float bar) { pos -= bar; return pos * pos < 4.0 ? 0.0 : 1.0; } float rand(vec2 uv, float t) { float seed = dot(uv, vec2(12.9898, 78.233)); return fract(sin(seed) * 43758.5453123 + t); } float gaussian(float z, float u, float o) { return ( (1.0 / (o * sqrt(TAU))) * (exp(-(((z - u) * (z - u)) / (2.0 * (o * o))))) ); } vec3 gaussgrain(float t) { vec2 ps = vec2(1.0) / resolution.xy; vec2 uv = gl_FragCoord.xy * ps; float noise = rand(uv, t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } vec2 warp(vec2 uv, vec2 warpAmount) { uv = uv * 2.0 - 1.0; vec2 offset = abs(uv.yx) / vec2(warpAmount.x, warpAmount.y); uv = uv + uv * offset * offset; uv = uv * 0.5 + 0.5; return uv; } void drawVig(inout vec3 color, vec2 uv) { float vignette = uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y); vignette = clamp(pow(abs(16.0 * vignette), 0.1), 0.0, 1.0); color *= vignette; } void main(void) { vec2 warpAmount = vec2(7.0, 5.0); float resDivisor = 3.0; vec2 res = vec2(resolution.x / resDivisor, resolution.y / resDivisor); vec2 uv = gl_FragCoord.xy / resolution.xy; float vig = (0.0 + 1.0 * 21.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y)); float v = exp(-0.01 * length(uv)) * vig; float frameScale = 29.97; float frameTime = floor(time * frameScale) / frameScale; vec3 g = gaussgrain(frameTime) * 0.07; vec2 pos = mix(uv, warp(uv, warpAmount), 0.3334); vec4 color = vec4(tri(pos, res) * mask(gl_FragCoord.xy), 1.0); color.xyz = toSRGB(color.xyz * 2.0) - g; color = mix(color, color * v, 0.7); gl_FragColor = color; }
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// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm7Texture;
uniform vec2 resolution;
uniform float time;
uniform float fft;
const float reinhardAmount = 0.5;
const float contrast = 1.0;
const float brightness = 2.1;
const float amount = 1.0;
const float saturation = 1.2;
const vec2 vignetteSize = vec2(0.35, 0.35);
const float vignetteRoundness = 0.12;
const float vignetteMix = 0.5;
const float vignetteSmoothness = 0.42;
const float W = 1.2;
const float T = 7.5;
float filmicReinhardCurve(float x) {
float q = (T * T + 1.0) * x * x;
return q / (q + x + T * T);
}
vec3 filmicReinhard(vec3 c) {
float w = filmicReinhardCurve(W);
return vec3(
filmicReinhardCurve(c.r),
filmicReinhardCurve(c.g),
filmicReinhardCurve(c.b)
) / w;
}
vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con) {
const float AvgLumR = 0.5;
const float AvgLumG = 0.5;
const float AvgLumB = 0.5;
const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 brtColor = color * brt;
vec3 intensity = vec3(dot(brtColor, LumCoeff));
vec3 satColor = mix(intensity, brtColor, sat);
vec3 conColor = mix(AvgLumin, satColor, con);
return conColor;
}
float sdSquare(vec2 point, float width) {
vec2 d = abs(point) - width;
return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
}
float vignette(vec2 uv, vec2 size, float roundness, float smoothness) {
uv -= 0.5;
float minWidth = min(size.x, size.y);
uv.x = sign(uv.x) * clamp(abs(uv.x) - abs(minWidth - size.x), 0.0, 1.0);
uv.y = sign(uv.y) * clamp(abs(uv.y) - abs(minWidth - size.y), 0.0, 1.0);
float boxSize = minWidth * (1.0 - roundness);
float dist = sdSquare(uv, boxSize) - (minWidth * roundness);
return 1.0 - smoothstep(0.0, smoothness, dist);
}
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 prgm7 = texture2D(prgm7Texture, uv);
vec3 reinhard = filmicReinhard(prgm7.rgb);
vec3 color = prgm7.rgb;
color = mix(prgm7.rgb, reinhard, reinhardAmount);
color = ContrastSaturationBrightness(color, brightness, saturation, contrast);
float v = vignette(uv, vignetteSize, vignetteRoundness, vignetteSmoothness);
vec3 vig = color * v;
color = mix(color, vig, vignetteMix);
color = mix(prgm7.xyz, color, amount);
color = clamp(color, 0.0, 1.0);
gl_FragColor = vec4(color, 1.0);
}
102 fps 18ms
00:00:00.36
0.00