#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm3Texture;
uniform vec2 resolution;
uniform float time;
out vec4 fragColor;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 prgm3 = texture(prgm3Texture, uv);
fragColor = prgm3;
}
#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D fftTexture;
uniform vec2 resolution;
uniform float time;
uniform int frame;
out vec4 fragColor;
vec3 hash33(vec3 p3) {
p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yxz + 19.19);
return fract((p3.xxy + p3.yxx) * p3.zyx);
}
vec3 mixColor(vec3 col1, vec3 col2, float v) {
v = clamp(v, 0.0, 1.0);
return clamp(col1 + v * (col2 - col1 * 1.5), 0.0, 1.0);
}
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
uv.x = (uv.x - 0.5 > 0.0) ? uv.x - 0.521 : 0.479 - uv.x;
vec2 p = uv * 2.0 - 1.0;
p *= vec2(resolution.x / resolution.y, 1.0);
p.y += 0.3;
vec3 col = vec3(0.0);
vec3 ref = vec3(0.0);
float nBands = 64.0;
float i = floor((uv.x * 1.3 + 0.3) * nBands);
float f = fract((uv.x * 1.3 + 0.3) * nBands);
float band = i/nBands;
band *= band * band;
band = band * 0.995;
band += 0.005;
float s = texture(fftTexture, vec2(band, 0.25)).x;
const int nColors = 4;
vec3 colors[nColors];
colors[0] = vec3(0.0, 0.0, 1.0);
colors[1] = vec3(0.0, 1.0, 1.0);
colors[2] = vec3(1.0, 1.0, 0.0);
colors[3] = vec3(1.0, 0.0, 0.0);
vec3 gradCol = colors[0];
float n = float(nColors) - 1.0;
for(int i = 1; i < nColors; i++) {
gradCol = mixColor(gradCol, colors[i], (s - float(i - 1) / n) * n);
}
col += vec3(1.0 - smoothstep(0.0, 0.001, p.y - s * 1.25));
col *= gradCol;
ref += vec3(1.0 - smoothstep(0.0, -0.001, p.y + s * 1.25));
ref *= gradCol * smoothstep(-0.5, 0.5, p.y);
col = mix(ref, col, smoothstep(-0.005, 0.005, p.y));
col *= smoothstep(0.125, 0.375, f);
col *= smoothstep(0.875, 0.625, f);
col = clamp(col, 0.0, 1.0);
vec3 h = hash33(vec3(gl_FragCoord.xy, float(frame)));
float dither = h.x * h.y;
col += dither * 0.04;
fragColor = vec4(col,1.0);
}
#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm1Texture;
uniform vec2 resolution;
uniform float time;
uniform int frame;
out vec4 fragColor;
vec3 hash33(vec3 p3) {
p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yxz + 19.19);
return fract((p3.xxy + p3.yxx) * p3.zyx);
}
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 texCol = texture(prgm1Texture, uv);
vec4 col = texCol;
float w = 0.1;
vec2 a = vec2(uv.x - 0.5, uv.y - 0.66);
vec2 b = a * 0.15 / float(10.0);
vec3 h = hash33(vec3(gl_FragCoord.xy, frame));
uv += b * h.x;
for (float i = 1.0; i > 0.9; i-= 0.000625) {
uv -= 0.5;
uv *= i;
uv += 0.5;
col += texture(prgm1Texture, uv) * w * 1.5;
w *= 0.95;
}
col *= 0.9;
fragColor = mix(texCol, col, 0.5);
}
#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm2Texture;
uniform vec2 resolution;
uniform float time;
uniform float fft;
out vec4 fragColor;
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;
const float hk = 1.0 / sqrt(3.0);
vec3 hueShift(vec3 col, float a) {
const vec3 k = vec3(hk);
float ca = cos(a);
return vec3(col * ca + cross(k, col) * sin(a) + k * dot(k, col) * (1.0 - ca));
}
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);
}
vec3 fetch = texture(prgm2Texture, pos.xy, -16.0).xyz;
fetch = hueShift(fetch, 2.0 * fft + time);
return toLinear(mix(fetch, fetch * fetch, 0.5));
}
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;
}
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;
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);
color = mix(color, color * v, 0.7);
fragColor = vec4(color.xyz, 1.0);
}