// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm4Texture;
uniform vec2 resolution;
uniform float time;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 prgm4 = texture2D(prgm4Texture, uv);
float fadeIn = min(1.0, time * 0.2);
prgm4.xyz *= fadeIn;
gl_FragColor = prgm4;
}
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D noiseTexture;
uniform sampler2D prgm1Texture;
uniform vec2 resolution;
uniform vec2 mouselerp;
uniform bool mousedown;
uniform float time;
uniform int frame;
uniform float fft;
#define survive (n == 3 || n == 4 || n == 5)
#define birth (n == 2)
#define history 4.0
#define randomize true
float osc(float s, float e, float t, float ts) {
return (e - s) / 2.0 + s + sin(t * ts) * (e - s) * 0.5;
}
float getCell(vec2 uv) {
return texture2D(prgm1Texture, fract(uv / resolution.xy)).x;
}
int getNeighbors(vec2 uv) {
float o = 1.0;
float n = (
floor(getCell(uv + vec2(+o, +0))) +
floor(getCell(uv + vec2(-o, +0))) +
floor(getCell(uv + vec2(+0, +o))) +
floor(getCell(uv + vec2(+0, -o))) +
floor(getCell(uv + vec2(+o, +o))) +
floor(getCell(uv + vec2(-o, +o))) +
floor(getCell(uv + vec2(+o, -o))) +
floor(getCell(uv + vec2(-o, -o)))
);
return int(n * 1.0);
}
void main(void) {
float mouseSize = (16.0 + fft * 48.0) / min(resolution.x, resolution.y);
vec2 uv = gl_FragCoord.xy;
float t = fft + time * 0.5;
bool stutter = (sin(t * 0.25) * cos(t * 0.25) > 0.0) ? false : true;
float minRes = min(resolution.x, resolution.y) / (50.0 - fft * 50.0);
float o = osc(-0.1, 0.2, time, 0.0625);
vec2 v2o = vec2(0.75 + o, 0.85 + o);
vec2 m = (distance(vec2(0.0), mouselerp.xy) < 0.1)
? (stutter) ? floor(((vec2(cos(t), sin(t) * cos(t)) * v2o) * minRes) + 0.5) / minRes : (vec2(cos(t), sin(t) * cos(t)) * v2o)
: mouselerp;
float cell = getCell(uv);
int n = getNeighbors(uv);
if(!(cell == 1.0 && survive)) {
if(cell == 0.0 && birth) {
cell = 1.0;
} else {
cell = max(0.0, cell - (1.0 / history));
}
}
if (
distance((gl_FragCoord.xy / resolution.xy) * 2.0 - 1.0, m) < mouseSize ||
(frame == 0 && randomize) ||
mousedown && randomize && mod(float(frame), 3.0) == 0.0
) {
cell = floor(texture2D(noiseTexture, fract((uv + float(frame)) / resolution.xy)).r + 0.5);
}
gl_FragColor = vec4(cell, float(n) / 8.0, 0.0, 1.0);
}
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm1Texture;
uniform sampler2D prgm2Texture;
uniform vec2 resolution;
uniform int frame;
const float tileSize = 2.0;
float rand(vec2 co) {
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
float r = rand(uv);
vec3 mCol;
if (r > 0.6667) {
mCol = vec3(1.0, 0.7, 0.3);
} else if (r > 0.3334) {
mCol = vec3(0.7, 0.5, 0.0);
} else {
mCol = vec3(0.5, 0.3, 0.0);
}
vec4 prgm1 = texture2D(prgm1Texture, uv);
vec4 prgm2 = texture2D(prgm2Texture, uv);
if (mod(float(frame), 2.0) == 0.0) {
prgm1.xyz *= mCol;
gl_FragColor = prgm1;
}
prgm2.xyz = mix(prgm2.xyz, prgm2.xyz * mCol, 0.25);
gl_FragColor += prgm2 * 0.97;
}
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm2Texture;
uniform vec2 resolution;
uniform float time;
const float PI = acos(-1.0);
const float TAU = PI * 2.0;
const vec2 hashv2 = vec2(12.9898, 78.233);
const float hashS = 43758.5453123;
float hash(vec2 p) {
return fract(sin(dot(p, vec2(41.0, 289.0))) * hashS);
}
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 seed = dot(uv, hashv2);
float noise = fract(sin(seed) * hashS + t);
noise = gaussian(noise, 0.0, 0.5);
return vec3(noise);
}
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 prgm2 = texture2D(prgm2Texture, uv);
float frameScale = 29.97;
float frameTime = floor(time * frameScale) / frameScale;
vec4 col = prgm2;
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 > 0.9; i-= 0.000625) {
uv -= 0.5;
uv *= i;
uv += 0.5;
col += texture2D(prgm2Texture, uv) * w * 1.5;
w *= 0.95;
}
vec3 gA = gaussgrain(frameTime) * 0.42;
vec3 gB = gaussgrain(frameTime + 0.1) * 0.42;
col *= 0.9; col.xyz += gA * gB;
gl_FragColor = mix(prgm2, col, 0.25);
}
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm3Texture;
uniform vec2 resolution;
uniform float time;
const float PI = acos(-1.0);
const float TAU = PI * 2.0;
const float hardscan = -32.0; // -8.0 = soft | -16.0 = medium
const float hardPix = -8.0; // -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(prgm3Texture, 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);
vec2 res = vec2(resolution.x / 4.0, resolution.y / 3.0);
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), 0.75);
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;
}