Add glslwrite tool and some examples

This commit is contained in:
Matthias Schiffer 2016-02-01 14:03:21 +01:00
parent 213e7046d1
commit 9d3cdc7f5e
13 changed files with 658 additions and 5 deletions

54
examples/polygon.frag Normal file
View file

@ -0,0 +1,54 @@
#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
const float PI = 3.14159265358979323846;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float poly(float n, vec2 m, float r, float rt, vec2 p) {
vec2 diff = (m - p) * rot(rt);
float d = length(diff);
float alpha = PI / n;
float gamma = mod(abs(atan(diff.x, diff.y)), alpha*2);
if (gamma > alpha)
gamma -= 2*alpha;
float r2 = r * cos(alpha) / cos(gamma);
return clamp((r2 - d)*sharpness, 0.0, 1.0);
}
float poly_d(float n, vec2 m, float r, float rt, vec2 p) {
return poly(n, m, r, rt, p) - poly(n, m, r - 1/sharpness, rt, p);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
float c;
c = poly_d(5 - 3*cos(time/1000), vec2(0, 0), 0.5, PI * time/1000, p);
scene = abs(scene - c);
c = poly_d(5 - 3*cos(time/1000), vec2(0, 0), 0.5, -PI * time/1000, p);
scene = abs(scene - c);
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

41
examples/snail.frag Normal file
View file

@ -0,0 +1,41 @@
#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float circle(vec2 m, float r, vec2 p) {
vec2 diff = m - p;
float d = sqrt(dot(diff, diff));
return clamp((r - d)*sharpness, 0.0, 1.0);
}
float circle_d(vec2 m, float r, vec2 p) {
return circle(m, r, p) - circle(m, r - 1/sharpness, p);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
for (int i = 1; i <= 50; i++) {
float c = circle_d(vec2(0.5, 0) * rot(time/500/i), 0.1 + 0.005*i, p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

View file

@ -0,0 +1,66 @@
#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
const float PI = 3.14159265358979323846;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float circle(vec2 m, float r, vec2 p) {
vec2 diff = m - p;
float d = sqrt(dot(diff, diff));
return clamp((r - d)*sharpness, 0.0, 1.0);
}
float circle_d(vec2 m, float r, vec2 p) {
return circle(m, r, p) - circle(m, r - 1/sharpness, p);
}
float square(vec2 m, float a, float r, vec2 p) {
vec2 diff = abs((m - p) * rot(r));
float d = max(diff.x, diff.y);
return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
int n = 20;
float b = 1;
float alpha = 0;
for (int i = 0; i < n; i++) {
float c;
c = circle_d(vec2(0, 0), b, p);
scene = abs(scene - c);
float delta = mod(time/5000, PI/2);
alpha = mod(alpha + delta, PI/2);
b /= sqrt(2);
c = square(vec2(0, 0), b, alpha, p);
scene = abs(scene - c);
c = square(vec2(0, 0), b, -alpha, p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

View file

@ -0,0 +1,74 @@
#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
const float PI = 3.14159265358979323846;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float circle(vec2 m, float r, vec2 p) {
vec2 diff = m - p;
float d = sqrt(dot(diff, diff));
return clamp((r - d)*sharpness, 0.0, 1.0);
}
float circle_d(vec2 m, float r, vec2 p) {
return circle(m, r, p) - circle(m, r - 1/sharpness, p);
}
float square(vec2 m, float a, float r, vec2 p) {
vec2 diff = abs((m - p) * rot(r));
float d = max(diff.x, diff.y);
return clamp((a - d)*sharpness, 0.0, 1.0);
}
float square_d(vec2 m, float a, float r, vec2 p) {
return square(m, a, r, p) - square(m, a - 1/sharpness, r, p);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
int n = 20;
float b = 1;
float alpha = 0;
for (int i = 0; i < n; i++) {
float delta = mod(time/5000, PI/2);
alpha = mod(alpha + delta, PI/2);
b /= (sin(delta) + cos(delta));
float c = square(vec2(0, 0), b, alpha, p);
scene = abs(scene - c);
}
b = 1;
alpha = 0;
for (int i = 0; i < n; i++) {
float delta = mod(-time/5000, PI/2);
alpha = mod(alpha + delta, PI/2);
b /= (sin(delta) + cos(delta));
float c = square(vec2(0, 0), b, alpha, p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

41
examples/square-ring.frag Normal file
View file

@ -0,0 +1,41 @@
#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
const float PI = 3.14159265358979323846;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float square(vec2 m, float a, float r, vec2 p) {
vec2 diff = abs((m - p) * rot(r));
float d = max(diff.x, diff.y);
return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
int n = 10;
for (int i = 1; i <= n; i++) {
float c = square(vec2(0, 0), 0.5, PI/2*i/n - time/500, p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

View file

@ -0,0 +1,47 @@
#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
const float PI = 3.14159265358979323846;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float square(vec2 m, float a, float r, vec2 p) {
vec2 diff = abs((m - p) * rot(r));
float d = max(diff.x, diff.y);
return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
int n = 5;
for (int i = 1; i <= n; i++) {
float c = square(vec2(0, 0), 0.5, PI/2*i/n - time/3000, p);
scene = abs(scene - c);
}
n = 5;
for (int i = 1; i <= n; i++) {
float c = square(vec2(0, 0), 0.5, PI/2*i/n + time/3000, p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

42
examples/squares.frag Normal file
View file

@ -0,0 +1,42 @@
#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 500;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float square(vec2 m, float a, float r, vec2 p) {
vec2 diff = abs((m - p) * rot(r));
float d = max(diff.x, diff.y);
return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float a = atan(p.x, p.y);
float x = mod(p.x, 0.1);
float y = mod(p.y, 0.1);
float scene = 0;
for (int i = 1; i <= 50; i++) {
float c = square(vec2(0.5, 0) * rot(time/500/i), 0.1 + 0.005*i, time/500/i + time/(100*i), p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

37
examples/supersnail.frag Normal file
View file

@ -0,0 +1,37 @@
#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float circle(vec2 m, float r, vec2 p) {
vec2 diff = m - p;
float d = sqrt(dot(diff, diff));
return clamp((r - d)*sharpness, 0.0, 1.0);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
for (int i = 1; i <= 100; i++) {
float c = circle(vec2(0.5, 0) * rot(time/200/i), 0.1 + 0.002*i, p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

41
examples/torus.frag Normal file
View file

@ -0,0 +1,41 @@
#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
const float PI = 3.14159265358979323846;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float square(vec2 m, float a, float r, vec2 p) {
vec2 diff = abs((m - p) * rot(r));
float d = max(diff.x, diff.y);
return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
int n = 48;
for (int i = 1; i <= n; i++) {
float c = square(vec2(0.5, 0) * rot(PI/2*(time/8000 + 4.0*i/n)) * vec2(1, 0.5), 0.1, PI/2*(24.0*i/n - time/800), p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}