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| 1 | +#ifdef GL_ES |
| 2 | +precision mediump float; |
| 3 | +precision mediump int; |
| 4 | +#endif |
| 5 | + |
| 6 | +/** ---------------------- |
| 7 | +After a sketch on shadertoy https://www.shadertoy.com/user/atomek |
| 8 | +**/ |
| 9 | + |
| 10 | +uniform vec3 iResolution; // viewport resolution (in pixels) |
| 11 | +uniform float iTime; // shader playback time (in seconds) |
| 12 | +uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click |
| 13 | + |
| 14 | +void main() |
| 15 | +{ |
| 16 | + // Hold the mouse and drag to adjust |
| 17 | + |
| 18 | + float ratio = iResolution.y / iResolution.x; |
| 19 | + float divider = float(iMouse.x / iResolution.x * 10.0) + 1.0; |
| 20 | + float intensity = float(iMouse.y / iResolution.y * 10.0) + 1.0; |
| 21 | + |
| 22 | + float coordX = gl_FragCoord.x / iResolution.x; |
| 23 | + float coordY = gl_FragCoord.y / iResolution.x; |
| 24 | + |
| 25 | + float ball1x = sin(iTime * 2.1) * 0.5 + 0.5; |
| 26 | + float ball1y = cos(iTime * 1.0) * 0.5 + 0.5; |
| 27 | + float ball1z = sin(iTime * 2.0) * 0.1 + 0.2; |
| 28 | + |
| 29 | + float ball2x = sin(iTime * 1.0) * 0.5 + 0.5; |
| 30 | + float ball2y = cos(iTime * 1.8) * 0.5 + 0.5; |
| 31 | + float ball2z = cos(iTime * 2.0) * 0.1 + 0.2; |
| 32 | + |
| 33 | + float ball3x = sin(iTime * 0.7) * 0.5 + 0.5; |
| 34 | + float ball3y = cos(iTime * 1.5) * 0.5 + 0.5; |
| 35 | + float ball3z = cos(iTime * 1.0) * 0.1 + 0.2; |
| 36 | + |
| 37 | + vec3 ball1 = vec3(ball1x, ball1y * ratio, ball1z); |
| 38 | + vec3 ball2 = vec3(ball2x, ball2y * ratio, ball2z); |
| 39 | + vec3 ball3 = vec3(ball3x, ball3y * ratio, ball3z); |
| 40 | + |
| 41 | + float sum = 0.0; |
| 42 | + sum += ball1.z / distance(ball1.xy, vec2(coordX, coordY)); |
| 43 | + sum += ball2.z / distance(ball2.xy, vec2(coordX, coordY)); |
| 44 | + sum += ball3.z / distance(ball3.xy, vec2(coordX, coordY)); |
| 45 | + |
| 46 | + sum = pow(sum / intensity, divider); |
| 47 | + |
| 48 | + gl_FragColor = vec4(sum * 0.2, sum * 0.2, sum * 0.4, 1.0); |
| 49 | +} |
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