51 lines
1.3 KiB
GLSL
51 lines
1.3 KiB
GLSL
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI 3.14159265359
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#define TWO_PI 6.28318530718
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uniform float time;
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uniform vec2 mouse;
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uniform vec2 resolution;
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vec3 hsb2rgb( in vec3 c ){
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vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
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6.0)-3.0)-1.0,
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0.0,
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1.0 );
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rgb = rgb*rgb*(3.0-2.0*rgb);
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return c.z * mix(vec3(1.0), rgb, c.y);
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}
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vec3 rgb2hsb( in vec3 c ){
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz),
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vec4(c.gb, K.xy),
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step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r),
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vec4(c.r, p.yzx),
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step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)),
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d / (q.x + e),
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q.x);
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}
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void main() {
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vec2 st = (gl_FragCoord.xy*2.0-resolution)/min(resolution.x,resolution.y);
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vec2 pq = gl_FragCoord.xy/resolution;
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vec3 color=vec3(1.);
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vec2 toCenter=st;
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float angle=atan(toCenter.y,toCenter.x)/TWO_PI;
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float radius=length(toCenter);
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//color=hsb2rgb(vec3((angle/TWO_PI)+.5,1.,1.));
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color = hsb2rgb(vec3((angle)+fract(time*2.),radius,1.0));
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float circle = (0.03) / abs(0.6 - length(st));
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color = color * circle;
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gl_FragColor = vec4(color,1.0);
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}
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