put non-shader sketch in its place

master
Leo Coogan 4 months ago
parent 2801c66410
commit a4ebc30397
Signed by: lcoogan
GPG Key ID: 54DBD17B0D75ABB0

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/*
Iterated Fractional Brownian Motion
Based on:
http://www.iquilezles.org/www/articles/warp/warp.htm
*/
precision mediump float;
varying vec2 position;
uniform float time;
uniform vec2 resolution;
// makes a pseudorandom number between 0 and 1
float hash(float n) {
return fract(sin(n)*93942.234);
}
// smoothsteps a grid of random numbers at the integers
float noise(vec2 p) {
vec2 w = floor(p);
vec2 k = fract(p);
k = k*k*(3.-2.*k); // smooth it
float n = w.x + w.y*57.;
float a = hash(n);
float b = hash(n+1.);
float c = hash(n+57.);
float d = hash(n+58.);
return mix(
mix(a, b, k.x),
mix(c, d, k.x),
k.y);
}
// rotation matrix
mat2 m = mat2(0.6,0.8,-0.8,0.6);
// fractional brownian motion (i.e. photoshop clouds)
float fbm(vec2 p) {
float f = 0.;
f += 0.5000*noise(p); p *= 2.02*m;
f += 0.2500*noise(p); p *= 2.01*m;
f += 0.1250*noise(p); p *= 2.03*m;
f += 0.0625*noise(p);
f /= 0.9375;
return f;
}
void main() {
// relative coordinates
vec2 p = vec2(position*6.)*vec2(resolution.x/resolution.y, 1.);
float t = time * .009;
// calling fbm on itself
vec2 a = vec2(fbm(p+t*3.), fbm(p-t*3.+8.1));
vec2 b = vec2(fbm(p+t*4. + a*7. + 3.1), fbm(p-t*4. + a*7. + 91.1));
float c = fbm(b*9. + t*20.);
// increase contrast
c = smoothstep(0.15,0.98,c);
// mix in some color
vec3 col = vec3(c);
col.rb += b*0.17;
gl_FragColor = vec4(col, 1.);
}

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precision highp float;
void main() {
vec4 myColor = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = myColor;
}

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precision highp float;
attribute vec3 aPosition;
// The transform of the object being drawn
uniform mat4 uModelViewMatrix;
// Transforms 3D coordinates to 2D screen coordinates
uniform mat4 uProjectionMatrix;
// A custom uniform with the time in milliseconds
uniform float time;
void main() {
// Apply the camera transform
vec4 viewModelPosition = uModelViewMatrix * vec4(aPosition, 1.0);
// Use the time to adjust the position of the vertices
viewModelPosition.x += 10.0 * sin(time * 0.01 + viewModelPosition.y * 0.1);
// Tell WebGL where the vertex goes
gl_Position = uProjectionMatrix * viewModelPosition;
}

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let myShader;
function preload() {
  // load each shader file (don't worry, we will come back to these!)
  myShader = loadShader('shader.vert', 'shader.frag');
}
function setup() {
  // the canvas has to be created with WEBGL mode
  createCanvas(windowWidth, windowHeight, WEBGL);
}
function draw() {
  // shader() sets the active shader, which will be applied to what is drawn next
  shader(myShader);
  // apply the shader to a rectangle taking up the full canvas
plane(width, height);
}

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// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
// YUV to RGB matrix
mat3 yuv2rgb = mat3(1.0, 0.0, 1.13983,
1.0, -0.39465, -0.58060,
1.0, 2.03211, 0.0);
// RGB to YUV matrix
mat3 rgb2yuv = mat3(0.2126, 0.7152, 0.0722,
-0.09991, -0.33609, 0.43600,
0.615, -0.5586, -0.05639);
void main(){
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0);
// UV values goes from -1 to 1
// So we need to remap st (0.0 to 1.0)
st -= 0.5; // becomes -0.5 to 0.5
st *= 2.0; // becomes -1.0 to 1.0
// we pass st as the y & z values of
// a three dimensional vector to be
// properly multiply by a 3x3 matrix
color = yuv2rgb * vec3(0.5, st.x, st.y);
gl_FragColor = vec4(color,1.0);
}
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