// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D noiseTexture;
uniform sampler2D prgm3Texture;
uniform sampler2D prgm4Texture;
uniform vec2 resolution;
uniform float time;
const float PI = acos(-1.0);
const float TAU = PI * 2.0;
const float SQRTAU = sqrt(TAU);
const float h = 0.0021;
const float v = 0.009;
const float g = 0.21;
float stepm(float a, float b, float c) {
return step(c, sin(time + a * cos(time * b)));
}
float gaussian(float z, float u, float o) {
return (1.0 / (o * SQRTAU)) * exp(-(((z - u) * (z - u)) / (2.0 * (o * o))));
}
vec3 grainColor(float t) {
vec2 ps = vec2(1.0) / resolution.xy;
vec2 uv = gl_FragCoord.xy * ps;
float seed = dot(uv, vec2(12.9898, 78.233));
float noise = fract(sin(seed) * 43758.5453 + t);
noise = gaussian(noise, 0.0, 0.5);
return vec3(noise);
}
vec3 rgbShift(vec2 p , vec4 shift, sampler2D tex) {
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(tex, p + rs, 0.0).x;
float g = texture2D(tex, p + gs, 0.0).y;
float b = texture2D(tex, p + bs, 0.0).z;
return vec3(r, g, b);
}
vec3 badVHS(vec2 uv, sampler2D tex) {
float tmod = mod(time * 0.25, 3.0);
float lookyMod = uv.y - tmod;
float window = 1.0 / (1.0 + 20.0 * lookyMod * lookyMod);
float lookyStep = stepm(4.0, 4.0, 0.3);
uv.x = uv.x + sin(uv.y * 10.0 + time) / 100.0 * lookyStep * (1.0 + cos(time * 80.0)) * window * 0.25;
float vShift = v * stepm(2.0, 3.0, 0.9) * (sin(time) * sin(time * 20.0) + (0.5 + 0.1 * sin(time * 200.0) * cos(time)));
uv.y = mod(uv.y + vShift, 5.0);
vec3 desatColor;
float _r, _g, _b;
float x = sin(0.3 * time + uv.y * 21.0) * sin(0.7 * time + uv.y * 29.0) * sin(0.3 + 0.33 * time + uv.y * 31.0) * h;
_r = texture2D(tex, vec2(x + uv.x + 0.001, uv.y + 0.001)).x + 0.007;
_g = texture2D(tex, vec2(x + uv.x + 0.000, uv.y - 0.002)).y + 0.007;
_b = texture2D(tex, vec2(x + uv.x - 0.002, uv.y + 0.000)).z + 0.007;
_r += 0.08 * texture2D(tex, 0.75 * vec2(x + 0.012, -0.013) + vec2(uv.x + 0.001, uv.y + 0.001)).x;
_g += 0.05 * texture2D(tex, 0.75 * vec2(x + -0.011, -0.010) + vec2(uv.x + 0.000, uv.y - 0.002)).y;
_b += 0.08 * texture2D(tex, 0.75 * vec2(x + -0.010, -0.009) + vec2(uv.x - 0.002, uv.y + 0.000)).z;
float _luma = 0.3 * _r + 0.6 * _g + 0.1 * _b;
float _desat = 0.3;
desatColor = vec3(
_r + _desat * (_luma - _r),
_g + _desat * (_luma - _g),
_b + _desat * (_luma - _b)
);
desatColor = clamp(desatColor, 0.0, 1.0);
return desatColor;
}
vec4 staticNoise(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
);
}
float oscillate(float s, float e, float t) {
return (e - s) * 0.5 + s + sin(t) * (e - s) * 0.5;
}
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec3 color = badVHS(uv, prgm4Texture);
vec3 oColor = color;
const float rgbShiftSpeed = 0.01;
const float rgbShiftAmplitude = 0.01;
vec4 shift = vec4pow(
staticNoise(
vec2(rgbShiftSpeed * time, rgbShiftSpeed * time / 25.0 )
), 8.0
) * vec4(vec3(rgbShiftAmplitude), 1.0);
color = rgbShift(uv, shift, prgm4Texture);
float frameScale = 29.97;
float frameTime = floor(time * frameScale) / frameScale;
vec3 grain = grainColor(frameTime) * g;
float scans = clamp(0.35 + 0.35 * sin(3.5 * time + uv.y * resolution.y * 1.5), 0.0, 1.0);
float s = pow(abs(scans), 2.33);
color *= vec3( 1.4 + 1.7 * s) * 1.3;
color -= grain;
float vig = (0.0 + 1.0 * 16.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y));
color *= vec3(pow(abs(vig), 0.12));
color = mix(color * color, texture2D(prgm4Texture, uv).rgb, oscillate(0.3, 0.8, time * 0.5));
vec4 prgm3 = texture2D(prgm3Texture, uv);
color = mix(color, prgm3.xyz, 0.5);
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); // π or acos(-1.0) or 180°
const float TAU = PI * 2.0; // τ = π * 2 or 360°
#define S(r, v) smoothstep(12.0 / resolution.y, 0.0, abs(v - (r)))
const vec3 baseCol = vec3(0.07, 0.15, 0.27);
const float thickness = 0.021;
const float lineOffsetA = 0.42;
const float lineOffsetB = 0.30;
const vec2 h = vec2(1.0, sqrt(3.0));
float hexDist(vec2 uv) {
uv = abs(uv);
return max(dot(uv, h * 0.5), uv.x);
}
float hash(vec2 uv) {
float h = fract(sin(dot(uv.xy, vec2(12.9898, 78.233))) * 43758.5453);
return h;
}
float noise(vec2 x) {
vec2 p = floor(x);
vec2 f = fract(x);
f = f * f * (3.0 - 2.0 * f);
float a = texture2D(noiseTexture, (p + vec2(0.5, 0.5 + fft * 0.25)) / 256.0, 0.0).x;
float b = texture2D(noiseTexture, (p + vec2(1.5, 0.5 + fft * 0.25)) / 256.0, 0.0).x;
float c = texture2D(noiseTexture, (p + vec2(0.5, 1.5 + fft * 0.25)) / 256.0, 0.0).x;
float d = texture2D(noiseTexture, (p + vec2(1.5, 1.5 + fft * 0.25)) / 256.0, 0.0).x;
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
vec4 hexCoord(vec2 uv) {
vec4 center = floor(vec4(uv, uv - vec2(0.5, 1.0)) / h.xyxy) + 0.5;
vec4 offset = vec4(uv - center.xy * h, uv - (center.zw + 0.5) * h);
return (
dot(offset.xy, offset.xy) < dot(offset.zw, offset.zw)
? vec4(offset.xy, center.xy)
: vec4(offset.zw, center.zw)
);
}
vec2 curve(vec2 uv) {
uv *= 1.1;
uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0);
uv.y *= 1.0 + pow((abs(uv.x) / 5.0), 2.0);
uv = (uv / 2.0) + 0.5;
uv = uv * 0.92 + 0.08;
return uv;
}
vec3 BSC(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;
}
vec2 rotate(vec2 uv, float a) {
return vec2(uv.x * cos(a) - uv.y * sin(a), uv.x * sin(a) + uv.y * cos(a));
}
void main(void) {
vec2 uv = (gl_FragCoord.xy / resolution.xy) * 2.0 - 1.0;
uv = curve(uv) * 10.0;
float ar = resolution.x / resolution.y;
uv.x *= ar;
uv -= vec2(mouselerp.x * ar, mouselerp.y) * 4.5;
uv.y += time;
vec4 hex = hexCoord(uv);
float dist = hexDist(hex.xy) + thickness;
float rand = mix(noise(hex.zw), noise(hex.zw), 0.6 + fft * 0.3);
float angle = 3.0 * atan(hex.y, hex.x) + rand * 5.0 + time * 3.0 + fft * 3.0;
vec3 line = (
S(lineOffsetA, dist) * baseCol * step(2.0 + rand * 0.5, mod(angle, TAU)) +
S(lineOffsetB, dist) * baseCol * step(3.0 + rand * 1.5, mod(angle + rand * 2.0, TAU))
) * 3.0;
float sinOffset = sin(time + rand * 8.0 + fft);
float aa = 5.0 / resolution.y;
vec3 color = vec3(
smoothstep(0.51, 0.51 - aa, dist) +
pow(1.0 - max(0.0, 0.5 - dist), 12.0) * 1.5
) * (baseCol + rand * vec3(0.01 + (0.3 - rand * 0.021), rand * 0.05, 0.2));
color += line + baseCol * smoothstep(0.12 + sinOffset, 0.2 + sinOffset - aa, dist);
color = clamp(BSC(color, 1.2, 0.8, 0.9), 0.0, 1.0);
vec3 mask = vec3(noise(rotate(hex.wz, hex.z)));
color = mix(color, clamp(mask, 0.0, 0.7), 0.6);
gl_FragColor = vec4(color * color * 1.2, 1.0);
}
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm1Texture;
uniform vec2 resolution;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec3 prgm1 = texture2D(prgm1Texture, uv).xyz;
gl_FragColor = vec4(clamp(prgm1 * prgm1, 0.05, 1.0), 1.0);
}
// ╔═════════════╦════════════════╗
// ║ 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 float W = 1.2;
const float T = 7.5;
const float amount = 1.0;
const float reinhardAmount = 0.7;
const float brightness = 1.5;
const float saturation = 1.3;
const float contrast = 0.9;
const vec2 vignetteSize = vec2(0.25, 0.25);
const float vignetteRoundness = 0.12;
const float vignetteMix = 1.2;
const float vignetteSmoothness = 0.42;
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);
}
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, vec2(12.9898, 78.233));
float noise = fract(sin(seed) * 43758.5453123 + 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);
vec3 reinhard = filmicReinhard(prgm2.rgb);
vec3 color = prgm2.rgb;
color = mix(prgm2.rgb, reinhard, reinhardAmount);
color = ContrastSaturationBrightness(color, brightness, saturation, contrast);
float v = vignette(uv, vignetteSize, vignetteRoundness, vignetteSmoothness);
vec3 vig = color * v;
vec3 g = gaussgrain(time) * 0.03;
color = mix(color, vig, vignetteMix);
color = mix(prgm2.rgb, color, amount) - g;
color = clamp(color, 0.0, 1.0);
gl_FragColor = vec4(color, 1.0);
}
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm3Texture;
uniform vec2 resolution;
uniform vec2 mouselerp;
uniform float time;
uniform float fftNormalized;
const float PI = acos(-1.0);
const float TAU = PI * 2.0;
const float SQRTAU = sqrt(TAU);
const int samples = 8;
const float density = 0.5;
const float weight = 0.7;
const float exposure = 0.55;
float 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 fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0;
}
float gaussian(float z, float u, float o) {
return (
(1.0 / (o * SQRTAU)) *
(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, vec2(12.9898, 78.233));
float noise = fract(sin(seed) * 43758.5453123 + t);
noise = gaussian(noise, 0.0, 0.5);
return vec3(noise);
}
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec2 dist = (uv - (-mouselerp + 0.5));
float density = 0.75 + 0.2 * sin(2.0 * radians(360.0));
dist *= 1.0 / float(samples) * density;
vec3 g = gaussgrain(time) * 0.03;
vec3 color = texture2D(prgm3Texture, uv).rgb;
float illuminationdecay = 1.0;
for (int i = 0; i < samples; i++) {
uv -= dist;
vec3 sample_ = texture2D(prgm3Texture, uv + dist * rand(uv)).rgb - g;
sample_ *= illuminationdecay * weight;
color += sample_;
float decay = 0.6 + fftNormalized * 0.21;
illuminationdecay *= decay;
}
gl_FragColor = vec4(color * exposure, 1.0);
}