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32_WaveShapes.fs
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// SaturdayShader Week 31 : WaveShapes
// by Joseph Fiola (http://www.joefiola.com)
// 2016-03-26
// Based on shader by Shadertoy user smb02dunnal entitiled "Electro-Prim's" - https://www.shadertoy.com/view/Mll3WS
// https://twitter.com/AlexWDunn
/*{
"CREDIT": "Joseph Fiola",
"DESCRIPTION": "",
"CATEGORIES": [
"Generator"
],
"INPUTS": [
{
"NAME": "shape",
"TYPE": "long",
"VALUES": [
0,
1
],
"LABELS": [
"triangle",
"square"
],
"DEFAULT": 0
},
{
"NAME": "zoom",
"TYPE": "float",
"DEFAULT": 1.0,
"MIN": 0.0,
"MAX": 10.0
},
{
"NAME": "rotate",
"TYPE": "float",
"DEFAULT": 0.0,
"MIN": 0.0,
"MAX": 1.0
},
{
"NAME": "twist",
"TYPE": "float",
"DEFAULT": 0.02,
"MIN": 0.0,
"MAX": 1.0
},
{
"NAME": "tunnel",
"TYPE": "float",
"DEFAULT": 1.1,
"MIN": 0.25,
"MAX": 1.75
},
{
"NAME": "thickness",
"TYPE": "float",
"DEFAULT": 0.003,
"MIN": 0.0,
"MAX": 0.2
},
{
"NAME": "amplitude",
"TYPE": "float",
"DEFAULT": 2.0,
"MIN": 0.0,
"MAX": 100.0
},
{
"NAME": "frequency",
"TYPE": "float",
"DEFAULT": 2.0,
"MIN": 0.0,
"MAX": 50.0
},
{
"NAME": "band",
"TYPE": "float",
"DEFAULT": 0.0,
"MIN": -0.5,
"MAX": 1.0
},
{
"NAME": "motion",
"TYPE": "float",
"DEFAULT": 0.0,
"MIN": 0.0,
"MAX": 1.0
},
{
"NAME": "pos",
"TYPE": "point2D",
"DEFAULT": [0.5,0.5],
"MIN":[0.0,0.0],
"MAX":[1.0,1.0]
}
]
}*/
#define PI 3.14159265359
#define TWO_PI 6.28318530718
float electro(vec2 uv, float d, float f, float o, float a, float b)
{
float theta = atan(uv.y,uv.x);
float amp = smoothstep(0.0, 1.0, (sin(theta+motion * 2.0 * PI)*0.5+0.5)-b)*a;
float phase = d + sin(theta * f + o + motion * PI * 2.0) * amp;
return sin(clamp(phase, 0.0, PI*2.0) + PI/2.0) + 1.0005;
}
mat2 rotate2d(float _angle){
return mat2(cos(_angle),-sin(_angle),
sin(_angle),cos(_angle));
}
void main()
{
const float radius = 0.1;
vec2 uv = gl_FragCoord.xy / RENDERSIZE.xy;
uv -= vec2(pos);
uv.x *= RENDERSIZE.x/RENDERSIZE.y;
uv = rotate2d(rotate*-TWO_PI) * uv;
uv *= zoom;
float grey = 0.0;
float alpha = 1.0;
for(int i = 0; i < 20; i++) {
float d = 0.0;
//triangle
if (shape == 0){
float root2 = sqrt(2.0);
d = dot(uv, vec2(0.0,-1.0));
d = max(d, dot(uv, vec2(-root2,1.0)));
d = max(d, dot(uv, vec2( root2,1.0)));
}
//square
if (shape == 1){
d = max(abs(uv).x, abs(uv).y);
}
grey += 1.0 - smoothstep(0.0, thickness, electro(uv, d/radius, frequency, 0.0 * PI, amplitude, band));
grey += 1.0 - smoothstep(0.0, thickness, electro(uv, d/radius, frequency, 0.5 * PI, amplitude, band));
grey += 1.0 - smoothstep(0.0, thickness, electro(uv, d/radius, frequency, 1.0 * PI, amplitude, band));
//tunnel
uv *= tunnel;
//twist
uv = rotate2d(twist*-TWO_PI) * uv;
}
gl_FragColor = vec4(vec3(grey),1.0);
}