- Sign In
- Sign Up
Flaming Cellular Automata
Simple cellular automata demonstrating the survival rules know by Star Wars rules.
Created by marcogomez on Sun, 03 Oct 2021 16:54:41 GMT.
// ╔═════════════╦════════════════╗ // ║ 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; }
xxxxxxxxxx
// ╔═════════════╦════════════════╗
// ║ 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;
}
88 fps 16ms
00:00:00.40
0.00