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
+67
View File
@@ -0,0 +1,67 @@
/*
* Original shader from: https://www.shadertoy.com/view/4dGfDy
*/
#ifdef GL_ES
precision mediump float;
#endif
// glslsandbox uniforms
uniform float time;
uniform vec2 resolution;
// shadertoy globals
#define iTime time
#define iResolution resolution
// --------[ Original ShaderToy begins here ]---------- //
float circle(vec2 uv, vec2 position, float radius, float blur) {
uv -=0.5; // position of the circle || to make (0,0) center of the screen
uv.y*=iResolution.y/iResolution.x; //to make it a circle
float d = length(uv-position);
float c = smoothstep(radius,radius-blur,d); //if(d<radius){d=1} else{d=0} and also adds blur on the edges
return c;
}
float oval(vec2 uv, vec2 position, float radius, float blur) {
uv -=0.5; // position of the circle || to make (0,0) center of the screen
float d = length(uv-position);
float c = smoothstep(radius,radius-blur,d); //if(d<radius){d=1} else{d=0} and also adds blur on the edges
return c;
}
float verticalOval(vec2 uv, vec2 position, float radius, float blur, float thickness) {
uv -=0.5;
uv.x*= uv.y+thickness;
uv.y*=iResolution.y/iResolution.x; // position of the circle || to make (0,0) center of the screen
float d = length(uv-position);
float c = smoothstep(radius,radius-blur,d); //if(d<radius){d=1} else{d=0} and also adds blur on the edges
return c;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
float c = circle(uv,vec2(0.),.1,.003);
float c2 = circle(uv,vec2(.1),.06,.003);
float c3 = circle(uv,vec2(-.1,.1),.06,.003);
float c4 = oval(uv,vec2(0.,-.08),.04,.005);
float c5 = oval(uv,vec2(0.025,-0.06),.04,.05);
float c6 = verticalOval(uv,vec2(-0.1,.025),.04,.005,2.5);
float c7 = verticalOval(uv,vec2(0.1,.025),.04,.005,2.5);
float c8 = oval(uv,vec2(-0.05,0.07),.015,0.006);
float c9 = oval(uv,vec2(0.03,0.07),.015,.006);
vec3 col = 0.5 + 0.5*cos(iTime+uv.xyx+vec3(0,2,4));
vec3 sumAppear = vec3 (c+c2+c3+c5+c8+c9-c6-c7-c4);
vec3 makeAppear = col * sumAppear ;
fragColor = vec4(makeAppear,1.0);
}
// --------[ Original ShaderToy ends here ]---------- //
void main(void)
{
mainImage(gl_FragColor, gl_FragCoord.xy);
}