This is the list of shaders I will live code and present (teach) during the Xenium2022 demo party in Katowice.
Feel free to learn and enjoy.
Xenium01, simple gradient
Code:
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
float c = uv.x;
vec3 col = vec3(c, c, c);
// Output to screen
fragColor = vec4(col,1.0);
}
Open it here: https://www.shadertoy.com/view/NtGyDW
Xenium02, light
Code:
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
vec2 m= vec2(0.25+0.2*sin(iTime*2.0),0.5+0.2*sin(iTime));
float d=1.0-length(uv-m);
// Time varying pixel color
vec3 col = vec3(d,d,d);
// Output to screen
fragColor = vec4(col,1.0);
}
Open it here: https://www.shadertoy.com/view/NlycWW
Xenium03, texture zoom
Code:
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
uv = (uv-vec2(0.5,0.5))*20.0*(0.5+0.45*sin(sin(0.2*iTime)*0.9));
vec4 col = texture(iChannel0, uv);
fragColor = col;
}
Open it here: https://www.shadertoy.com/view/flGyDW
Xenium04, texture zoom motion blur
Code:
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
vec2 uv1 = (uv-vec2(0.5,0.5))*10.0*(0.5+0.2*sin(3.0*iTime));
vec2 uv2 = (uv-vec2(0.5,0.5))*10.0*(0.5+0.22*sin(3.0*iTime));
vec4 col = texture(iChannel0, uv1);
vec4 col2 = texture(iChannel0, uv2);
fragColor = (col+col2)/2.0;
}
Open it here: https://www.shadertoy.com/view/NlGyDW
Xenium05, planar deformation 1
Code:
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 c = vec2(0.2*sin(iTime),0.23*cos(iTime));
vec2 uv = fragCoord/iResolution.xy-vec2(0.5,0.5);
vec2 uv1 = (uv*uv-c)*(uv*uv-c);
vec4 col = texture(iChannel0, uv1);
fragColor = col;
}
Open it here: https://www.shadertoy.com/view/NlyyDW
Xenium06, planar deformation 2 (star)
Code:
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 c = vec2(0.2*sin(iTime),0.23*cos(iTime));
vec2 uv = fragCoord/iResolution.xy-vec2(0.5,0.5);
float d = length(uv);
vec2 uv1 = (uv)/d;//*uv-c)*(uv*uv-c);
vec4 col = texture(iChannel0, uv1+c);
fragColor = col;
}
Open it here: https://www.shadertoy.com/view/flGcDW
Xenium07, planar deformation 3 (deform)
Code:
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 q = fragCoord.xy / iResolution.xy;
vec2 p = (-1.0+2.0*q)*vec2(iResolution.x/iResolution.y,1.0);
// 0-1 aspect ratio, iq
// deform
vec2 uv;
float d = length(p)+0.5;
uv=vec2(p)/d;
vec3 col = texture(iChannel0, uv+iTime*0.5 ).rgb;
col*=d*0.90;
fragColor = vec4(col, 1.0);
}
Open it here: https://www.shadertoy.com/view/NlGcDW
Xenium08, planar walls
Code:
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 q = fragCoord.xy / iResolution.xy;
vec2 p = (-1.0+2.0*q)*vec2(iResolution.x/iResolution.y,1.0);
// 0-1 aspect ratio, IQ
// deform
p.y-=0.75+0.35*sin(iTime*0.3);
vec2 uv;
float d = abs(p.y+0.8); //+0.2*sin(iTime));
uv=vec2(p)/(d); ///sin(phi);
uv.y-=iTime*0.01;
vec3 col = texture(iChannel0, uv+iTime*0.5 ).rgb;
//vec3 col = texture(iChannel0, uv ).rgb;
col*=d*2.90;
fragColor = vec4(col, 1.0);
}
Open it here: https://www.shadertoy.com/view/NtycDW
Xenium09, ball (deformation)
Code:
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 c = vec2(4.5*sin(iTime*1.0),3.53*cos(iTime*1.0));
vec2 uv = fragCoord/iResolution.xy-vec2(0.5,0.5);
uv += c*0.07;
uv.y*=0.66;
float d = length(uv);
vec2 uv1;
float R=0.17+0.05*sin(iTime*2.2);
if(d>R) uv1 = (uv)/(d*d);
if(d<R) uv1 = (1.5/R)*1.5*(uv)*(1.0+pow(d,0.5));
vec4 col = texture(iChannel0, uv1+c);
if(d<R) col*=(1.0-d/R)*3.0;
if(d>R) col*=(1.0-(2.0-d/R)*1.0);
fragColor = col;
}
Open it here: https://www.shadertoy.com/view/flycDW
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