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;
}