#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm4Texture;
uniform vec2 resolution;
uniform float time;
out vec4 fragColor;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 prgm4 = texture(prgm4Texture, uv);
fragColor = prgm4;
}
#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm1Texture;
uniform vec2 resolution;
uniform float time;
uniform bool mousedown;
uniform int frame;
out vec4 fragColor;
const float PI = acos(-1.0);
const vec2 rv2 = vec2(12.9898, 78.233);
const float rf = 43758.5453;
void main(void) {
bool source = (gl_FragCoord.y < 4.0 && mousedown == false);
vec2 uv = gl_FragCoord.xy / resolution.xy;
float rand = fract(sin(mod(dot(uv + time, rv2), PI)) * rf);
ivec2 offset = ivec2(rand * (-2.0) + 0.5, -int(rand > 0.5));
float heat = texelFetch(prgm1Texture, ivec2(gl_FragCoord.xy) + offset, 0).r - 0.002;
float c = max(heat, 0.0) * float(!source) + float(source);
fragColor = vec4(vec3(c, c * c, pow(c, 12.0)), 1.0);
}
#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm1Texture;
uniform vec2 resolution;
out vec4 fragColor;
void main(void) {
fragColor = texelFetch(
prgm1Texture,
ivec2(gl_FragCoord.xy) / 3 + ivec2(int(floor(resolution.x / 3.0)),0),
0
);
}
#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm2Texture;
uniform sampler2D noiseTexture;
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 mat2 m2 = mat2(0.80, -0.60, 0.60, 0.80);
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) * 43758.5453 + t);
noise = gaussian(noise, 0.0, 0.5);
return vec3(noise);
}
float noise(vec2 x) {
vec2 p = floor(x);
vec2 f = fract(x);
f = f * f * (3.0 - 2.0 * f);
float a = texture(noiseTexture, (p + vec2(0.5, 0.5 + fft * 0.25)) / 256.0, 0.0).x;
float b = texture(noiseTexture, (p + vec2(1.5, 0.5 + fft * 0.25)) / 256.0, 0.0).x;
float c = texture(noiseTexture, (p + vec2(0.5, 1.5 + fft * 0.25)) / 256.0, 0.0).x;
float d = texture(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);
}
float fbm (vec2 uv) {
float f = 0.0;
f += 0.5000 * noise(uv); uv = m2 * uv * 2.02;
f += 0.2500 * noise(uv); uv = m2 * uv * 2.03;
f += 0.1250 * noise(uv); uv = m2 * uv * 2.01;
f += 0.0625 * noise(uv);
return f / 0.9375;
}
vec3 clouds(vec2 uv) {
vec3 color;
float t = time * 0.75;
vec2 q = vec2( 0.0 ), r = vec2( 0.0 );
q.x = fbm(uv + t * 0.25);
q.y = fbm(uv + vec2(1.0));
r.x = fbm(uv + q + vec2(1.7, 9.2) + 0.31 * t * 0.25);
r.y = fbm(uv + q + vec2(8.3, 2.8) + 0.21 * t * 0.25);
float f = fbm(uv + r);
color = mix(vec3(1.0, 1.0, 1.0), vec3(0.3, 1.6, 1.6), clamp((f * f) * 2.0, 0.0, 1.0) + fft * 0.5);
color = mix(color, vec3(0.4, 0.2, 0.16), clamp(length(q) + fft * 0.33, 0.0, 1.0));
color = mix(color, vec3(0.4, 0.7, 3.00), clamp(length(r.x) + fft * 0.33, 0.0, 1.0));
return color * color * color;
}
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;
}
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.y;
vec2 suv = gl_FragCoord.xy / resolution.xy;
vec4 prgm2 = texture(prgm2Texture, suv);
uv.y *= (resolution.x / resolution.y) * -.0625 - 1.0;
vec2 p = -1.0 + 2.0 * uv;
float frameScale = 29.97;
float frameTime = floor(time * frameScale) / frameScale;
p.x -= frameTime * 0.25;
p.y += frameTime * 0.5;
vec3 g = gaussGrain(frameTime) * 0.04;
vec2 pRes = resolution.xy / 24.0;
p = floor(p * pRes) / pRes;
vec3 col = clouds(p * 3.0) - g;
vec3 lum = vec3(0.299, 0.587, 0.114) * 0.75;
col = vec3(dot(col, lum));
col = clamp(col * col, 0.0, 1.0);
col = mix(prgm2.xyz, prgm2.xyz * col, 0.35);
fragColor = vec4(col, 1.0);
}
#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm3Texture;
uniform vec2 resolution;
uniform float time;
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;
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(texture(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);
}
void main(void) {
vec2 res = vec2(resolution.x / 5.0, resolution.y / 4.0);
vec2 uv = gl_FragCoord.xy / resolution.xy;
float frameScale = 29.97;
float frameTime = floor(time * frameScale) / frameScale;
vec3 g = gaussgrain(frameTime) * 0.07;
vec4 color = vec4(tri(uv, res) * mask(gl_FragCoord.xy), 1.0);
color.xyz = toSRGB(color.xyz * 2.0) - g;
fragColor = color;
}