// Author: TapiocaFox // Title: Default attribute vec3 position; void main() { gl_Position = vec4(position, 1.); }
// Author: TapiocaFox // Title: Fiber #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265358979 #define gap 0.1 #define half_stroke_size 0.0075 #define deg_r 0.4125 #define size_unit 1200.*1. #define time_ratio_distort 0.25 #define time_ratio_noise 0.25 #define time_delay .5 #define time_fade_in .5 // #define opacity 0.25 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+10.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); // vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; // vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); // Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } float calc_bg(vec2 st) { vec2 mod_st = mod(st, gap); vec2 pct_st = smoothstep(gap-half_stroke_size, gap, mod_st) + smoothstep(-half_stroke_size, 0., -mod_st); return max(pct_st.x, pct_st.y); } void main() { vec2 st = gl_FragCoord.xy/size_unit*2.-1.; mat2 rot; rot[0] = vec2(cos(deg_r), -sin(deg_r)); rot[1] = vec2(sin(deg_r), cos(deg_r)); st = st*rot; float pct_noise = .795*snoise(vec3(.25*st-vec2(.05*u_time, .025*u_time), time_ratio_noise*u_time))+.33; st.x -= sin(3.*st.x-PI*time_ratio_distort*u_time); st.x -= sin(3.*st.y-PI*time_ratio_distort*u_time); st.y -= sin(3.*st.y+PI*time_ratio_distort*u_time); st.y -= sin(3.*st.x+PI*time_ratio_distort*u_time); vec4 color = vec4(0., 0., 0., .0375); // color = vec4(0.298, 0.318, 0.427, .35); // color = vec4(0., 0., 0., .5); // color = vec3(abs(.25*sin(st.x+.95*PI*u_time)+.75),abs(.25*sin(st.y+.75*PI*u_time)+.75),abs(.25*sin(.5*PI*u_time)+.75)); float pct = calc_bg(st); color = mix(vec4(0., 0., 0., 0.), color, pct); color = mix(vec4(0., 0., 0., 0.), color, pct_noise); color = mix(vec4(0., 0., 0., 0.), color, step(time_delay, u_time)*smoothstep(time_delay, time_delay+time_fade_in, u_time)); gl_FragColor = color; // gl_FragColor = vec4(1.,1,.1,.1.); }
Abstract fragment shader patterns animated over time. (Part of assignment one.)
// Author: TapiocaFox // Title: Default attribute vec3 position; void main() { gl_Position = vec4(position, 1.); }
#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.); color = vec3(st.x,st.y,abs(sin(u_time))); gl_FragColor = vec4(color,1.0); }
// Author: TapiocaFox // Title: Default attribute vec3 position; void main() { gl_Position = vec4(position, 1.); }
// Author: TapiocaFox // Title: Adhesive #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265358979 #define radius 0.75 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy * 2. - 1.; st.x *= u_resolution.x/u_resolution.y; float r = radius; vec3 light = vec3(1., 1., 2.); st.x += sin(5.*st.x+PI*u_time); st.x += sin(5.*st.y-PI*u_time); st.y += sin(5.*st.y+PI*u_time); st.y += sin(5.*st.x+PI*u_time); float z = sqrt(r*r - st.x*st.x - st.y*st.y); vec3 stp = vec3(st, z); if(stp.p>0.) { vec3 color = vec3(0.); color = vec3(st.x,st.y,abs(sin(u_time))); float diffuse = step(abs(sin(u_time)),dot(stp, light)); gl_FragColor = vec4(vec3(diffuse)+color,1.0); } else { gl_FragColor = vec4(0.,0.,0.,1.0); } }
// Author: TapiocaFox // Title: Default attribute vec3 position; void main() { gl_Position = vec4(position, 1.); }
// Author: TapiocaFox // Title: Balls #ifdef GL_ES precision mediump float; #endif #define p_radius 0.2 #define t_delay 0.05 #define num_balls 16 #define PI 3.1415926535897932 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec3 l_directional = normalize(vec3(1., 1., 2.)); vec3 l_ambient = vec3(0.7,0.78,0.92); void main() { vec4 color = vec4(0., 0., 0., 1.); for(int i=0; i<num_balls; i++) { vec2 st = gl_FragCoord.xy/u_resolution*2.-1.; st.x *= u_resolution.x/u_resolution.y; for(int j=0; j<3; j++) { float u_time_ch = u_time+(.5*sin(u_time+3.*float(i+1)))-float(3-j)*t_delay; // float u_time_ch = u_time-float(j)*t_delay; vec2 st_ch = st; st_ch.x -= sin(.5*u_time_ch+float(i)); st_ch.y -= sin(2.*u_time_ch+float(i)); float z = sqrt(p_radius*p_radius-st_ch.x*st_ch.x-st_ch.y*st_ch.y); vec3 stp = vec3(st_ch, z); if(z>0.) { float diffuse = dot(normalize(stp), l_directional); color[j] = l_ambient[j]+diffuse; color[3] = 1.; } } } gl_FragColor = color; }
// Author: TapiocaFox // Title: Default attribute vec3 position; void main() { gl_Position = vec4(position, 1.); }
// Author: TapiocaFox // Title: Fiber #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265358979 #define gap 0.1 #define half_stroke_size 0.02 #define deg_r 0.2 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float calc_bg(vec2 st) { vec2 mod_st = mod(st, gap); vec2 pct_st = smoothstep(gap-half_stroke_size, gap, mod_st) + smoothstep(-half_stroke_size, 0., -mod_st); return max(pct_st.x, pct_st.y); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy*2.-1.; st.x *= u_resolution.x/u_resolution.y; vec2 st_mouse = u_mouse / u_resolution.xy * 2. - 1.; st_mouse.x *= u_resolution.x/u_resolution.y; mat2 rot; rot[0] = vec2(cos(deg_r), -sin(deg_r)); rot[1] = vec2(sin(deg_r), cos(deg_r)); st = st*rot; st -= .5*st_mouse; st.x -= sin(3.*st.x-.5*PI*u_time); st.x -= sin(3.*st.y-.5*PI*u_time); st.y -= sin(3.*st.y+.5*PI*u_time); st.y -= sin(3.*st.x+.5*PI*u_time); vec3 color = vec3(0.); color = vec3(abs(.25*sin(st.x+.95*PI*u_time)+.75),abs(.25*sin(st.y+.75*PI*u_time)+.75),abs(.25*sin(.5*PI*u_time)+.75)); float pct = calc_bg(st); color = mix(vec3(0.), color, pct); gl_FragColor = vec4(color,1.0); }
// Author: TapiocaFox // Title: Default attribute vec3 position; void main() { gl_Position = vec4(position, 1.); }
// Author: TapiocaFox // Title: Array #ifdef GL_ES precision mediump float; #endif #define size_half_width .025 #define size_edge .005 #define size_half_interval .05 #define PI 3.14159265358979 #define rot_base -.005 #define scale_rot .5 #define scale_deg_r -0.01 #define ratio_rot_interval 0.25 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec3 rot3d(vec3 stp, float alpha, float beta, float gamma) { mat3 rot; rot[0] = vec3(cos(alpha)*cos(beta), cos(alpha)*sin(beta)*sin(gamma)-sin(alpha)*cos(gamma), cos(alpha)*sin(beta)*cos(gamma)+sin(alpha)*sin(gamma)); rot[1] = vec3(sin(alpha)*cos(beta), sin(alpha)*sin(beta)*sin(gamma)+cos(alpha)*cos(gamma), sin(alpha)*sin(beta)*cos(gamma)-cos(alpha)*sin(gamma)); rot[2] = vec3(-sin(beta), cos(beta)*sin(gamma), cos(beta)*cos(gamma)); return rot*stp; } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy*2.-1.; st.x *= u_resolution.x/u_resolution.y; float deg_r = scale_deg_r*sin(ratio_rot_interval*u_time)+rot_base; mat2 rot2d; rot2d[0] = vec2(cos(deg_r), -sin(deg_r)); rot2d[1] = vec2(sin(deg_r), cos(deg_r)); st = rot2d*st; vec3 color = vec3(0.); color = vec3(.5*sin(PI*(.25*st.x-u_time))+.5,.5*sin(PI*(.4*st.y-u_time))+.5,.5*sin(PI*u_time)+.5); vec2 st_block = st; st_block = mod(st_block-size_half_interval, 2.*size_half_interval)-size_half_interval; st_block = rot3d(vec3(st_block, 0.), scale_rot*PI*color.x-PI*.12, scale_rot*PI*color.y-PI*.2, scale_rot*PI*color.z-PI*.2).st; vec2 z_st_block = smoothstep(-size_half_width-size_edge, -size_half_width+size_edge, st_block) -smoothstep(-size_half_width+size_edge, -size_half_width-size_edge, -st_block); float z_block = min(z_st_block.x, z_st_block.y); gl_FragColor = vec4(mix(vec3(0.), color, z_block),1.0); }
// Author: TapiocaFox // Title: Default attribute vec3 position; void main() { gl_Position = vec4(position, 1.); }
// Author: TapiocaFox // Title: Radiant #ifdef GL_ES precision mediump float; #endif #define PI 3.1415926535897932 #define size_shrink 2. #define size_shrink_mouse 1. #define freq_polar 5. #define freq_rotate 0.4 #define t_delay .075 #define d_shift .2 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float random (vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy*2. -1.; st.x *= u_resolution.x/u_resolution.y; vec2 st_mouse = u_mouse/u_resolution.xy *2. - 1.; st_mouse.x *= u_resolution.x/u_resolution.y; float atan_mouse = atan(st_mouse.x, st_mouse.y); float shrink_mouse = 1./(size_shrink_mouse*distance(st_mouse, vec2(0.))); vec3 color = vec3(1.); for(int i=0; i<3; i++) { float x = u_time; float tremor = d_shift*mix(sin(x), mix(sin(5.*x), mix(sin(5.*x), sin(12.*x), .9), .5), .2); float u_time_ch = u_time+tremor*float(i); // float u_time_ch = u_time; float d = distance(st, vec2(0.)); mat2 rot; float r = sin(freq_rotate*PI*(d-u_time))-atan_mouse; rot[0] = vec2(cos(r), -sin(r)); rot[1] = vec2(sin(r), cos(r)); vec2 st_new = rot*st; // d -= 1.*tremor; float pct = sin(freq_polar*atan(st_new.x, st_new.y))*sin((size_shrink)*PI*(shrink_mouse*d-u_time_ch))*.5+.5; pct = mix(0., pct, .5*random(st_new)+.5); color[i] = pct; } gl_FragColor = vec4(color,1.0); }
// Author: TapiocaFox // Title: Default attribute vec3 position; void main() { gl_Position = vec4(position, 1.); }
// Author: TapiocaFox // Title: Colorful Snoise // Snoise implementation is from: https://stegu.github.io/webgl-noise/webdemo/ #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265358979 #define size_shrink_mouse 1. uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+10.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); // vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; // vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); // Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy*2.-1.; st.x *= u_resolution.x/u_resolution.y; vec2 st_mouse = u_mouse/u_resolution.xy *2. - 1.; st_mouse.x *= u_resolution.x/u_resolution.y; float atan_mouse = atan(st_mouse.x, st_mouse.y); float shrink_mouse = 1./(size_shrink_mouse*distance(st_mouse, vec2(0.))); vec3 color = vec3(0.); color = vec3(.5*sin(PI*(.25*st.x-u_time))+.5,.5*sin(PI*(.4*st.y-u_time))+.5,.5*sin(PI*u_time)+.5); float pct_noise_w = snoise(vec3(.8*shrink_mouse*st-vec2(.33*u_time), 0.7*u_time)); float pct_noise_b = 2.*snoise(vec3(.9*shrink_mouse*st-vec2(.33*u_time), 0.5*u_time)); color = mix(color, vec3(1.), pct_noise_w); color = mix(color, vec3(0.), pct_noise_b); gl_FragColor = vec4(color,1.0); }
Some of them are interactable with the mouse. I like to "vibe code" shaders with my music playlist.
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