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//http://glslsandbox.com/e#23988 | ||
const float fRadius = 0.08; | ||
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const float ySpeed = 1.7; | ||
const float bubblePopHeight = 2.0; | ||
const float bubbleSpreadDist = 2.0; | ||
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) | ||
{ | ||
vec2 uv = -1.0 + 2.0*fragCoord / iResolution.xy; | ||
uv.x *= iResolution.x / iResolution.y; | ||
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vec3 color = vec3(0.0); | ||
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// bubbles | ||
for( int i=0; i<64; i++ ) | ||
{ | ||
// bubble seeds | ||
float pha = tan(float(i)*6.+1.0)*0.5 + 0.5; | ||
float siz = pow( cos(float(i)*2.4+4.0) * 0.5 + ySpeed, 4.0 ); | ||
float pox = cos(float(i)*2.55+3.1) * iResolution.x / iResolution.y; | ||
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// buble size, position and color | ||
float rad = fRadius + sin(float(i))*0.12+0.29; | ||
vec2 pos = vec2( pox+sin(iGlobalTime/50.+pha+siz), -abs(bubblePopHeight)-rad + (bubbleSpreadDist+2.0*rad) | ||
*mod(pha+0.1*(iGlobalTime/5.)*(0.2+0.8*siz),1.0)) * vec2(1.0, 1.0); | ||
float dis = length( uv - pos ); | ||
vec3 col = mix( vec3(0.9, 0.2, 0.0), vec3(0.2,0.3,0.6), 0.2+0.2*sin(float(i)*sin(iGlobalTime*pox*0.03)+1.9)); | ||
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// render | ||
color += col.xyz *(1.- smoothstep( rad*(0.65+0.20*sin(pox*iGlobalTime)), rad, dis )) * (1.0 - cos(pox*iGlobalTime)); | ||
} | ||
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fragColor = vec4(color,2.0); | ||
} |
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// See: http://glslsandbox.com/e#24875.0 | ||
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) | ||
{ | ||
vec2 p = (fragCoord * 2.0 - iResolution.xy) / min(iResolution.x, iResolution.y); | ||
vec3 destColor = vec3(0.0); | ||
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for(float i = 0.0; i < 10.0; i++){ | ||
float j = i + 1.23; | ||
vec2 q = p + vec2(sin(iGlobalTime * j), cos(iGlobalTime * j)); | ||
destColor += 0.05 * abs(cos(iGlobalTime)) / length(q); | ||
} | ||
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for(float i = 0.0; i < 10.0; i++){ | ||
float j = i + 6.54; | ||
vec2 q = p + vec2(-sin(iGlobalTime * j) * abs(sin(iGlobalTime*3.0) + 0.5), cos(iGlobalTime * j) * abs(sin(iGlobalTime*3.0) + 0.5)); | ||
destColor += 0.02 * abs(tan(iGlobalTime/1.23)) / length(q); | ||
} | ||
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float g = destColor.r * abs(sin(iGlobalTime*2.0)); | ||
float b = destColor.r * abs(sin(iGlobalTime*5.0)); | ||
float r = destColor.r * abs(cos(iGlobalTime*0.5)); | ||
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fragColor = vec4(r, g, b, 1.0); | ||
} |
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//http://glslsandbox.com/e#24426 | ||
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vec3 heart( float x, float y ) | ||
{ | ||
float s = (mod(iGlobalTime/1.35, 1.0 )+fract(iGlobalTime/1.35)) / 12.0; | ||
s = 0.9 + 0.1*(1.0-exp(-5.0*s)*sin(50.0*s)); | ||
x *= s; | ||
y *= s; | ||
float a = atan(x,y)/3.14159265359; | ||
float r = sqrt(x*x*1.5+y*y); | ||
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float h = abs(a); | ||
float d = (13.0*h - 22.0*h*h + 10.1*h*h*h)/(6.0-5.0*h); | ||
float g = pow(1.0-clamp(r/d,0.0,1.0),0.25); | ||
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return vec3(0.5+0.5*g,0.2,0.4); | ||
} | ||
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) | ||
{ | ||
vec2 p = (-1.0+2.0*fragCoord/iResolution.xy); | ||
vec3 col = heart(p.x, p.y-0.35 ); | ||
fragColor = vec4(col,1.0); | ||
} |
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// See: http://glslsandbox.com/e#24875.0 | ||
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#define TWO_PI 3.283185 | ||
#define NUMBALLS 30.0 | ||
float d = -TWO_PI/36.0; | ||
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | ||
{ | ||
vec2 p = (2.*fragCoord - iResolution.xy)/min(iResolution.x, iResolution.y); | ||
p *= mat2(cos(iGlobalTime), -sin(iGlobalTime), sin(iGlobalTime), cos(iGlobalTime)); | ||
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float p1=iMouse.y*10.0; | ||
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vec3 c = vec3(0); //ftfy | ||
for(float i = 1.0; i < NUMBALLS; i++) { | ||
float t = TWO_PI * i/NUMBALLS + iGlobalTime; | ||
float x = cos(t); | ||
float y = sin(.0 * t + d); | ||
vec2 q = 0.8*vec2(x, y); | ||
c += 0.009/distance(p, q) * vec3(1.0 * abs(x), -7, abs(y)); | ||
} | ||
fragColor = vec4(c, 7.0); | ||
} |
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<settings> | ||
<setting id="preset" label="30000" type="select" lvalues="30100|30001|30002|30023|30003|30022|30004|30005|30006|30007|30008|30009|30010|30011|30012|30013|30014|30015|30016|30017|30018|30019|30020|30021" default="0"/> | ||
<setting id="preset" label="30000" type="select" lvalues="30100|30001|30002|30027|30023|30003|30025|30028|30022|30004|30005|30006|30007|30024|30008|30009|30010|30011|30012|30013|30014|30015|30016|30017|30018|30026|30019|30020|30021" default="0"/> | ||
</settings> |
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// See: http://glslsandbox.com/e#24875.0 | ||
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#define TWO_PI 6.283185 | ||
#define NUMBALLS 50.0 | ||
float d = -TWO_PI/36.0; | ||
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | ||
{ | ||
vec2 p = (2.0*fragCoord - iResolution.xy)/min(iResolution.x, iResolution.y); | ||
p *= mat2(cos(iGlobalTime), -sin(iGlobalTime), sin(iGlobalTime), cos(iGlobalTime)); | ||
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vec3 c = vec3(0); //ftfy | ||
for(float i = 0.0; i < NUMBALLS; i++) { | ||
float t = TWO_PI * i/NUMBALLS + iGlobalTime; | ||
float x = cos(t); | ||
float y = sin(2.0 * t + d); | ||
vec2 q = 0.8*vec2(x, y); | ||
c += 0.01/distance(p, q) * vec3(0.5 * abs(x), 0, abs(y)); | ||
} | ||
fragColor = vec4(c, 2.0); | ||
} |
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