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
+50
View File
@@ -0,0 +1,50 @@
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
#define TWO_PI 6.28318530718
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
vec3 hsb2rgb( in vec3 c ){
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
6.0)-3.0)-1.0,
0.0,
1.0 );
rgb = rgb*rgb*(3.0-2.0*rgb);
return c.z * mix(vec3(1.0), rgb, c.y);
}
vec3 rgb2hsb( in vec3 c ){
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz),
vec4(c.gb, K.xy),
step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r),
vec4(c.r, p.yzx),
step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)),
d / (q.x + e),
q.x);
}
void main() {
vec2 st = (gl_FragCoord.xy*2.0-resolution)/min(resolution.x,resolution.y);
vec2 pq = gl_FragCoord.xy/resolution;
vec3 color=vec3(1.);
vec2 toCenter=st;
float angle=atan(toCenter.y,toCenter.x)/TWO_PI;
float radius=length(toCenter);
//color=hsb2rgb(vec3((angle/TWO_PI)+.5,1.,1.));
color = hsb2rgb(vec3((angle)+fract(time*2.),radius,1.0));
float circle = (0.03) / abs(0.6 - length(st));
color = color * circle;
gl_FragColor = vec4(color,1.0);
}