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pixelthud/shaders/example.glsl
2026-01-28 19:16:39 +01:00

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1.7 KiB
GLSL

/**
* The MIT License
*
* Copyright (c) 2011 Mr.doob
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 position = ( fragCoord.xy / iResolution.xy );
float color = 0.0;
color += sin( position.x * cos( iTime / 15.0 ) * 80.0 ) + cos( position.y * cos( iTime / 15.0 ) * 10.0 );
color += sin( position.y * sin( iTime / 10.0 ) * 40.0 ) + cos( position.x * sin( iTime / 25.0 ) * 40.0 );
color += sin( position.x * sin( iTime / 5.0 ) * 10.0 ) + sin( position.y * sin( iTime / 35.0 ) * 80.0 );
color *= sin( iTime / 10.0 ) * 0.5;
fragColor = vec4( vec3( color, color * 0.5, sin( color + iTime / 3.0 ) * 0.75 ), 1.0 );
}