add LICENSE, shaders, Cargo.lock, and AUR package

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-06-08 21:00:34 +02:00
parent a35a741b07
commit 1f9f01a238
39 changed files with 6078 additions and 2 deletions
+47
View File
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#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
//uniform vec2 mouse;
uniform vec2 resolution;
// bonniemathew@gmail.com
//vec3 COLOR1 = vec3(0.0, 0.0, 0.50);
//vec3 COLOR2 = vec3(0.30, .0, 0.0);
const vec3 COLOR1 = vec3(0.0, 0.0, 0.0);
vec3 COLOR2 = COLOR1;
float BLOCK_WIDTH = 0.01;
void main() {
vec2 position = ( gl_FragCoord.xy / resolution.xy );
vec3 final_color = vec3(1.0);
// For creating the BG pattern
float c1 = mod(position.x, 2.0 * BLOCK_WIDTH);
c1 = step(position.x*0.01, c1);
float c2 = mod(position.y, 2.0 * BLOCK_WIDTH);
c2 = step(BLOCK_WIDTH, c2);
final_color = mix( position.x * COLOR1, position.y * COLOR2, c1 * c2);
// creating the wave
position = -1.0 + 2.0 * position;
float lineWidth = 10.0;
vec2 sPos = position ;
for( float i = 0.0; i < 13.; i++) {
sPos.y += ((0.07*cos(time)) * tan(position.x + i/5.0+ sin(time*0.5)));
lineWidth = abs(1.0 / (750.0 * sPos.y));
final_color = final_color + vec3(lineWidth * 0.9, lineWidth*1.9, lineWidth * 0.);
}
gl_FragColor = vec4(final_color, 1.0);
}