Last active
November 21, 2016 13:23
-
-
Save kevinkyyro/40cdbc9758f546ac3a73728dce62216f to your computer and use it in GitHub Desktop.
The_Force shaders
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| float square(float t) { | |
| return step(0.0, sin(t)); | |
| } | |
| void main () { | |
| vec2 uv = uv(); | |
| vec2 uvN = uvN(); | |
| vec3 c = black; | |
| float t = time / 24.; | |
| float a = square(time * 16.); | |
| float b = 1. - a; | |
| float shuffle = square(time * 8.); | |
| float y = voronoi(rotate(vec2(.5), uv, t/16. + bands.x*.1) * 5.3 * bands.z - sin(t/2.)*2.5); | |
| float x = snoise(rotate(vec2(0.1), uv * 1.5 + 5., t + bands.z/2.)); | |
| float z = noise(uv * .1); | |
| c += a * sin(fract(uv.y) * green * y * .1 * t * bands.w * 1.5 + .1)/2. * blue; | |
| c += b * atan(orange * z * uv.x * t * bands.x * 2.3 + .1 * z); | |
| c += fract(sin(t/2.) * uvN.x * 3. + cos(t/2.) * uv.y * 2.) / 2.; | |
| c += shuffle * noise(sin(t/2.) * uv.y * 3. + cos(t/8.) * uvN.x * 2.); | |
| for (float i = 1.0; i < 11.; i += 2.) { | |
| float w = .2; | |
| c += b | |
| * sin(t/16.) | |
| * circle( | |
| sin(t) * y * i - 1.5, | |
| cos(t) * x * i - 1., | |
| 1.2*sin(t/4.)/2. + 1., | |
| .5) | |
| * pink * bands.x * 4. / 2.; | |
| c += a | |
| * cos(t/8.) | |
| * circle( | |
| w - (y * i - 2.), | |
| w - (x * i - 1.), | |
| 1.2, .5) | |
| * green * bands.y; | |
| } | |
| c = c/2.; | |
| for (float i = 1.; i < 3.; i += 1.) { | |
| c += texture2D(backbuffer, uv * vec2(.25) + vec2(i * 10.)).rgb/6.; | |
| } | |
| gl_FragColor = vec4(c, 1.0); | |
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| void main () { | |
| vec2 uv = uv(); | |
| vec2 uvN = uvN(); | |
| vec3 c = black; | |
| float y = voronoi(uv * 5.3 - 2.5); | |
| float x = snoise(uv * 1.5 + 5.); | |
| float z = noise(uv * .1); | |
| c = sin(pink * y * .1 * time * bands.w * 1.5 + .1); | |
| c += sin(orange * z * uv.x * time * bands.x * 2.3 + .1 * z); | |
| for (float i = 1.0; i < 11.; i += 2.) { | |
| float w = 0.; | |
| c += circle( sin(time) * y * i - 2., cos(time) * x * i - 1., 1.2, .5) * pink * bands.x * 4. / 2.; | |
| c -= circle(w - (y * i - 2.), w - (x * i - 1.), 1.2, .5) * green * bands.y * 3.2; | |
| } | |
| gl_FragColor = vec4(c, 1.0); | |
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| void main () { | |
| vec2 uv = uv(); | |
| vec2 uvN = uvN(); | |
| vec3 c = black + noise(vec2(50000000.)) * white; | |
| float y = voronoi(uv * 5.3 - 2.5); | |
| float x = snoise(uv * 1.5 + 5.); | |
| float z = noise(uv * .1); | |
| c = sin(pink * y * .1 * time * bands.w * 1.5 + .1); | |
| c += sin(orange * z * uv.x * time * bands.x * 2.3 + .1 * z); | |
| for (float i = 1.0; i < 11.; i += 2.) { | |
| float w = 0.; | |
| vec2 circ = rotate(vec2(.2, 0.), uv + circle(1., 1., 1., 1.), time/2.); | |
| c += snoise(circ * vec2(10.) + vec2(-1000000.)) * pink * bands.x * 4. / 2.; | |
| c -= circle( | |
| w - (y * i - 2.), | |
| w - (x * i - 1.), | |
| 1.2, | |
| .5) * green * bands.y * 3.2; | |
| } | |
| gl_FragColor = vec4(c, 1.0); | |
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| void main () { | |
| vec2 uv = uv(); | |
| vec2 uvN = uvN(); | |
| vec3 c = black + noise(vec2(50000000.)) * white; | |
| float loudness = (abs(bands.w) + abs(bands.x) + abs(bands.y) + abs(bands.z) + 0.0001); | |
| float y = voronoi(rotate(vec2(1.5), uv * 1.3 * bands.w - 2.5, time/2.)); | |
| float x = snoise(rotate(vec2(.0), uv * 1.5 + 5., -0.25 * time * (1. + bands.w/loudness))); | |
| float z = fract(bands.x * .5 - sin(time/2.)); | |
| // c = sin(pink * y * .1 * time * bands.w * 1.5 + .1); | |
| c += sin(green * z * uv.x * time * bands.x * 2.3 + .1 * z); | |
| for (float i = 1.0; i < 10.; i += 2.) { | |
| float w = 1.5 + sin(i * 15.); | |
| vec2 circ = rotate( | |
| vec2(bands.x + 0.2, bands.w/2. + 1.), | |
| uv + circle(0.5, 0.5, 1., 1.), | |
| time/2.); | |
| c += snoise(circ * vec2(10.) + vec2(-1000000.)) * blue * bands.x * 4. / 9.; | |
| c += circle( | |
| w - (y * i - 2.), | |
| w - (x * i - 1.), | |
| 1.2, | |
| .5) * green * bands.y * 3.2; | |
| } | |
| gl_FragColor = vec4(c, 1.0); | |
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| void main () { | |
| vec2 uv = uv(); | |
| vec2 uvN = uvN(); | |
| vec3 c = black + noise(vec2(50000000.)) * white; | |
| float loudness = (abs(bands.w) + abs(bands.x) + abs(bands.y) + abs(bands.z) + 0.0001); | |
| float y = voronoi(rotate(vec2(.5), uv * 1.3 * bands.w - 2.5, time/2.)); | |
| float x = snoise(rotate(vec2(.0), uv * 1.5 + 5., -0.25 * time * (1. + bands.w/loudness))); | |
| float z = fract(bands.x * .5 - sin(time/2.) ); | |
| c = sin(pink * y * .1 * time * bands.w * 1.5 + .1); | |
| c += sin(green * z * uv.x * time * bands.x * 2.3 + .1 * z); | |
| for (float i = 1.0; i < 3.; i += 2.) { | |
| float w = 0.; | |
| vec2 circ = rotate(vec2(bands.x + 0.2, bands.w/2. + 1.), uv + circle(0.5, 0.5, 1., 0.3), time/2.); | |
| c += snoise(circ * vec2(10.) + vec2(-1000000.)) * blue * bands.x * 4. / 9.; | |
| c -= circle( | |
| w - (y * i - 2.), | |
| w - (x * i - 1.), | |
| 1.2, | |
| .5) * green * bands.y * 3.2; | |
| } | |
| gl_FragColor = vec4(c, 1.0); | |
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| float square(float t) { | |
| return step(0.0, sin(t)); | |
| } | |
| void main () { | |
| vec2 uv = uv(); | |
| vec2 uvN = uvN(); | |
| vec3 c = black; | |
| float t = time * 14./12.; | |
| float a = square(time * 16.); | |
| float b = 1. - a; | |
| float shuffle = square(time * 8.); | |
| float y = voronoi(rotate(vec2(.5), uv, t/16. + bands.x*.1) * 5.3 * bands.z - sin(t/2.)*2.5); | |
| float x = snoise(uv * 1.5 + 5.); | |
| float z = noise(uv * .1); | |
| c += a * sin(pink * y * .1 * t * bands.w * 1.5 + .1)/2.; | |
| c += b * atan(orange * z * uv.x * t * bands.x * 2.3 + .1 * z); | |
| c += fract(uvN.x*5. + uv.y*3.); | |
| for (float i = 1.0; i < 11.; i += 2.) { | |
| float w = 0.; | |
| c += b * sin(t/16.) * circle( sin(t) * y * i - 2., cos(t) * x * i - 1., 1.2, .5) * pink * bands.x * 4. / 2.; | |
| c += a * cos(t/8.) * circle(w - (y * i - 2.), w - (x * i - 1.), 1.2, .5) * green * bands.y * 3.2; | |
| } | |
| gl_FragColor = vec4(c, 1.0); | |
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| float square(float t) { | |
| return step(0.0, sin(t)); | |
| } | |
| void main () { | |
| vec2 uv = uv(); | |
| vec2 uvN = uvN(); | |
| vec3 c = black; | |
| float t = time * 14./12.; | |
| float a = square(time * 16.); | |
| float b = 1. - a; | |
| float y = voronoi(uv * 5.3 - 2.5); | |
| float x = snoise(uv * 1.5 + 5.); | |
| float z = noise(uv * .1); | |
| c = a * sin(pink * y * .1 * t * bands.w * 1.5 + .1); | |
| c += b * sin(orange * z * uv.x * time * bands.x * 2.3 + .1 * z); | |
| c += fract(uvN.x*5. + uv.y*3.); | |
| // for (float i = 1.0; i < 11.; i += 2.) { | |
| // float w = 0.; | |
| // c += circle( sin(time) * y * i - 2., cos(time) * x * i - 1., 1.2, .5) * pink * bands.x * 4. / 2.; | |
| // c -= circle(w - (y * i - 2.), w - (x * i - 1.), 1.2, .5) * green * bands.y * 3.2; | |
| // } | |
| gl_FragColor = vec4(c, 1.0); | |
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| void main () { | |
| vec2 uv = uv(); | |
| vec2 uvN = uvN(); | |
| vec3 c = black + noise(vec2(50000000.)) * white; | |
| float y = voronoi(uv * 1.3 * bands.w - 2.5); | |
| float x = snoise(uv * 1.5 + 5.); | |
| float z = noise(uv * .1); | |
| c = sin(pink * y * .1 * time * bands.w * 1.5 + .1); | |
| c += sin(orange * z * uv.x * time * bands.x * 2.3 + .1 * z); | |
| for (float i = 1.0; i < 11.; i += 2.) { | |
| float w = 0.; | |
| vec2 circ = rotate(vec2(bands.x + 0.2, bands.w/2. + 1.), uv + circle(0.5, 0.5, 1., 0.3), time/2.); | |
| c += snoise(circ * vec2(10.) + vec2(-1000000.)) * pink * bands.x * 4. / 9.; | |
| c -= circle( | |
| w - (y * i - 2.), | |
| w - (x * i - 1.), | |
| 1.2, | |
| .5) * green * bands.y * 3.2; | |
| } | |
| gl_FragColor = vec4(c, 1.0); | |
| } |
Author
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
blood vessels variant: