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pedro

pedro

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pedro
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  • Intrepolicious

    I guess this is a place to leave comments on your profile. I mistook it for the PM box lol

    November 1
  • Intrepolicious
  • Intrepolicious

    // I think this was everything. Man I thought copying text from web sites was difficult. VS does not make it easy! This is just the default preset //(wobbly ring)




    /*

    {

    "author": "",

    "color": "grey",

    "movement": true,

    "parameters": [

    {

    "default": 0.5,

    "name": "x"

    },

    {

    "default": 0.5,

    "name": "y"

    },

    {

    "default": 0.85,

    "name": "radius"

    },

    {

    "default": 0.1,

    "name": "noise"

    },

    {

    "default": 0.022,

    "name": "glow"

    }

    ],

    "url": "http://glslsandbox.com/e#73069.3",

    "uuid": "5aa20b71-4b86-4130-a21e-b73a21804cce"

    }

    */


    #ifdef GL_ES

    precision highp float;

    #endif


    float xx = x;

    float yy = y;

    float WAVE_SPEED = 2.;


    vec2 random22(vec2 c_)

    {

    float x = fract(sin(dot(c_, vec2(75.8,48.6)))*1e5);

    float y = fract(sin(dot(c_, vec2(85.8,108.6)))*1e5);


    return vec2(x,y)*2.-1.;

    }


    float generateNoise(vec2 coord)

    {

    vec2 i = floor(coord);

    vec2 f = fract(coord);


    f = f*f*f*(f*(f*6.-15.)+10.);


    return mix(mix( dot(random22(i), coord-i), dot(random22(i+vec2(1., 0.)), coord-(i+vec2(1., 0.))),f.x),mix( dot(random22(i+vec2(0., 1.)), coord-(i+vec2(0., 1.))),dot(random22(i+vec2(1., 1.)), coord-(i+vec2(1., 1.))),f.x),f.y);

    }


    vec2 noiseVec2(vec2 coord)

    {

    coord += time*WAVE_SPEED;


    return vec2(generateNoise((coord+vec2(10.550,71.510))), generateNoise((coord+vec2(-710.410,150.650))));

    }


    float ring(vec2 p, float size)

    {

    float r = 1./(5.*abs(size*length(p)-0.632));


    return r*0.648;

    }


    void main()

    {

    float div = resolution.y/resolution.x;

    vec2 aspect = vec2(1.,div);


    vec2 uv = texCoord*aspect-vec2(xx, yy*div);

    uv *= 8.;

    uv += noiseVec2(uv*-0.520)*noise*10.;


    float size = 5.*(1.-radius);

    float depth = sin(size*.06)*1.5+1.5;

    float r = ring(uv, size)*depth*50.*glow;


    vec3 col = mix(vec3(0.01), vec3(0.049,0.114,0.265), r)*color.rgb*opacity;


    gl_FragColor = vec4(col, alpha);

    }

    October 31