void mainImage( out vec4 fragColor, in vec2 fragCoord ){
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord / iResolution.xy;
// Time varying pixel color
vec3 col = 0.5 + 0.5*cos(uv.xyx+vec3(0,2,4));
// Output to screen
fragColor = vec4(col,1.0);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
fragColor = vec4(uv, 0, 1.); // rgba
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy - vec2(.5);
float c = 0.0;
float r = 0.3;
if (length(uv) < r) {
c = 1.0;
}
fragColor = vec4(vec3(c), 1.0); // rgba
}
// -0.5 .5
void mainImage (out vec4 fragColor, in vec2 fragCoord){
vec2 uv = (fragCoord - 0.5 * iResolution.xy)/min(iResolution.x,iResolution.y);
float c = 0.0;
float r = 0.3;
if(length(uv) < r){
c = 1.0;
}
fragColor = vec4(vec3(c),1.0); // rgba
}
vec3 NumberPlane(vec2 uv){
vec3 color = vec3(0.0);
vec2 cell = fract(uv);
if(cell.x <= fwidth(uv.x)){
color += vec3(1.0);
}
if(cell.y <= fwidth(uv.y)){
color += vec3(1.0);
}
if(abs(uv.y) < 2. * fwidth(uv.y)){
color = vec3(1., 0., 0.);
}
if(abs(uv.x) < 2. * fwidth(uv.x)){
color = vec3(0., 1., 0.);
}
return color;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord){
vec2 uv = 3.0 * (2.0 * fragCoord - iResolution.xy) / min(iResolution.x,iResolution.y) ;
vec3 color = NumberPlane(uv);
fragColor = vec4(color, 1.0);
}
vec3 Grid(in vec2 uv){
vec3 color = vec3(0.);
vec2 fraction = fract(uv);
if(abs(uv.x) <= 2. * fwidth(uv.x)){
color.g = 1.;
}else if (abs(uv.y) <= 2. * fwidth(uv.y)){
color.r = 1.;
} else if (fraction.x < 2. * fwidth(uv.x) || fraction.y < 2. * fwidth(uv.y)){
color = vec3(1.);
}
return color;
}
vec2 fixUV(in vec2 c){
return 3. * ( 2. * c - iResolution.xy) / min (iResolution.x, iResolution.y);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord){
vec2 uv = fixUV(fragCoord);
vec3 color = Grid(uv);
fragColor = vec4(color, 1.0);
}
vec3 Grid(in vec2 uv){
vec3 color = vec3(0.);
vec2 fraction = fract(uv);
if(abs(uv.x) <= 2. * fwidth(uv.x)){
color.g = 1.;
}else if (abs(uv.y) <= 2.* fwidth(uv.y)){
color.r = 1.;
} else if (fraction.x < 2. * fwidth(uv.x) || fraction.y < 2. * fwidth(uv.y)){
color = vec3(1.);
}
return color;
}
vec2 fixUV(in vec2 c){
return 3. * ( 2. * c - iResolution.xy) / min (iResolution.x, iResolution.y);
}
float segment(in vec2 p, in vec2 a, in vec2 b, in float w){
float f = 0.;
vec2 ba = b - a;
vec2 pa = p - a;
float proj = clamp(dot(pa, ba) / dot(ba, ba), 0., 1.);
float d = length(proj * ba - pa);
if(d <= w){
f = 1.;
}
return f;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord){
vec2 uv = fixUV(fragCoord);
vec3 color = Grid(uv);
color = mix(color, vec3(1., 1., 0.), segment(uv,vec2(-2., -2.),vec2(2., 1.),fwidth(uv.x))) ;
fragColor = vec4(color, 1.0);
}
#define PI 3.14159265
vec3 Grid(in vec2 uv){
vec3 color = vec3(0.);
vec2 fraction = fract(uv);
if(abs(uv.x) <= 2. * fwidth(uv.x)){
color.g = 1.;
}else if (abs(uv.y) <= 2. * fwidth(uv.y)){
color.r = 1.;
} else if (fraction.x < 2. * fwidth(uv.x) || fraction.y < 2. * fwidth(uv.y)){
color = vec3(1.);
}
return color;
}
vec2 fixUV(in vec2 c){
return 3. * ( 2. * c - iResolution.xy) / min (iResolution.x, iResolution.y);
}
float segment(in vec2 p, in vec2 a, in vec2 b, in float w){
float f = 0.;
vec2 ba = b - a;
vec2 pa = p - a;
float proj = clamp(dot(pa, ba) / dot(ba, ba), 0., 1.);
float d = length(proj * ba - pa);
if(d <= w){
f = 1.;
}
return f;
}
float func(in float x){
float T = 3.;
return sin( 2. * PI / T * x);
}
float funcPlot(in vec2 uv){
float f = 0.;
for(float x = 0. ; x <= iResolution.x; x += 1.){
float fx = fixUV(vec2(x, 0.)).x;
float nfx = fixUV(vec2(x + 1., 0.)).x;
f += segment(uv, vec2(fx, func(fx)),vec2(nfx,func(nfx)), fwidth(uv.x));
}
return clamp(f, 0., 1.);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord){
vec2 uv = fixUV(fragCoord);
vec3 color = Grid(uv);
color = mix(color, vec3(1., 1., 0.), funcPlot(uv)) ;
fragColor = vec4(color, 1.0);
}
#define PI 3.14159265
vec3 Grid(in vec2 uv){
vec3 color = vec3(0.);
vec2 fraction = fract(uv);
color = vec3(smoothstep(4.0 * fwidth(uv.x),3.9 * fwidth(uv.x),fraction.x));
color += vec3(smoothstep(4.0 * fwidth(uv.y),3.9 * fwidth(uv.y),fraction.y));
color.rb *= 1. - smoothstep(4. * fwidth(uv.x), 3.9 * fwidth(uv.x), abs(uv.x));
color.gb *= 1. - smoothstep(4. * fwidth(uv.y), 3.9 * fwidth(uv.y), abs(uv.y));
return color;
}
vec2 fixUV(in vec2 c){
return 3. * ( 2. * c - iResolution.xy) / min (iResolution.x, iResolution.y);
}
float segment(in vec2 p, in vec2 a, in vec2 b, in float w){
float f = 0.;
vec2 ba = b - a;
vec2 pa = p - a;
float proj = clamp(dot(pa, ba) / dot(ba, ba), 0., 1.);
float d = length(proj * ba - pa);
if(d <= w){
f = 1.;
}
f = smoothstep(w, 0.95 * w, d);
return f;
}
float func(in float x){
return smoothstep(.5, 0., x);
}
float funcPlot(in vec2 uv){
float f = 0.;
for(float x = 0. ; x <= iResolution.x; x += 1.){
float fx = fixUV(vec2(x, 0.)).x;
float nfx = fixUV(vec2(x + 1., 0.)).x;
f += segment(uv, vec2(fx, func(fx)),vec2(nfx,func(nfx)), 2. * fwidth(uv.x));
}
return clamp(f, 0., 1.);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord){
vec2 uv = fixUV(fragCoord);
vec3 color = Grid(uv);
color = mix(color, vec3(1., 1., 0.), funcPlot(uv)) ;
fragColor = vec4(color, 1.0);
}
vec2 fixUV(in vec2 c){
return 3. * ( 2. * c - iResolution.xy) / min (iResolution.x, iResolution.y);
}
void mainImage (out vec4 fragColor, in vec2 fragCoord){
vec2 uv = fixUV(fragCoord);
vec3 color = vec3(0.);
color = vec3(smoothstep(1., .95, length(uv)));
fragColor = vec4(vec3(color),1.0); // rgba
}
// 坐标转换
vec2 fixUV(in vec2 c) {
return 1.2* (2. * c - iResolution.xy) / min(iResolution.x, iResolution.y);
}
// 复数乘法
vec2 cmul(vec2 a, vec2 b) {
return vec2(a.x * b.x - a.y * b.y, a.y * b.x + a.x * b.y);
}
// 复数除法
vec2 cdiv(vec2 a, vec2 b) {
float d = dot(b, b);
return vec2(dot(a, b), a.y * b.x - a.x * b.y) / d;
}
// 复数的幂
vec2 cpow(vec2 a, float n) {
float l = length(a);
float an = atan(a.y, a.x);
return vec2(cos(an * n), sin(an * n) * pow(l, n));
}
//
vec2 integral(vec2 x) {
x /= 2.;
return floor(x) + max(2. * fract(x) - 1., 0.);
}
float checkerboard(vec2 p){
vec2 fw = fwidth(p);
vec2 i = integral(p + 0.5 * fw) - integral(p- 0.5 * fw);
i /= fw;
return i.x + i.y - 2. * i.x * i.y;
}
float grid(vec2 p){
vec2 q = p * 16.;
return .5 + .5 * checkerboard(q);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fixUV(fragCoord);
vec3 col = vec3(1.);
vec2 z = uv;
vec2 c = vec2(0.28, -0.49);
vec2 dz = vec2(1., 0.);
float t = 1.;
vec2 phi = z;
for (; t < 512.; t++) {
if (length(z) > 1024.) {
break;
}
dz = cmul(z, dz) * 2.;
z = cmul(z, z) + c;
float n = pow(.5, t);
vec2 c = cdiv(z, z - c);
phi = cmul(phi,cpow(c, n));
}
if (t > 511.) {
col = vec3(0.7, 0.4, 0.1);
} else {
float d = length(z) * log(length(z)) / length(dz);
col *= grid(phi);
col *= smoothstep(0., 0.01, d);
col *= 0.7 + 0.2 * sin(120. * d);
}
fragColor = vec4(col, 1.);
}