sampler2D s0 : register(s0);
uniform float time : register(c9); // var0
uniform float4 var1 : register(c10); // var1
uniform float4 var2 : register(c11); // var2
uniform float4 var3 : register(c12); // var3
uniform float4 var4 : register(c13); // var4
void main
(
in float2 uv0 : TEXCOORD0,
out float4 color0 : COLOR0,
in float2 vpos : VPOS
)
{
float scale = 16.0;
float amplitude = 2.0;
float wavelength = 0.8;
float thickness = 0.01;
float speed = 2.3;
float glow = 4.0;
// screen center
float2 p = ( vpos.xy / resolution.xy * scale );
p.y -= 0.5 * scale;
// color
float c = 0.0;
float t = time * speed;
p.y += sin( p.x * wavelength + t ) * amplitude;
c += abs( thickness / p.y );
// final color
color0 = float4( c, c, c * glow, 1.0 );
}
void main
(
in float2 uv0 : TEXCOORD0,
out float4 color0 : COLOR0,
in float2 vpos : VPOS
)
{
// final color
color0 = float4(1, 0, 0, 1);
}
color0 = float4(1*uv0.y,0,0,1);
if(vpos.x > 400)
color0 = float4(1,0,0,1);
float p = vpos.x / resolution.x;
color0 = float4(1*p,0,0,1);
sampler2D s0 : register(s0);
void main
(
in float2 uv0 : TEXCOORD0,
out float4 color0 : COLOR0,
in float2 vpos : VPOS
)
{
color0 = float4(1*uv0.x,0,0,1) * tex2D(s0,uv0);
}
sampler2D s1 : register(s1);
color0 = float4(1*uv0.x,0,0,1) * tex2D(s0,uv0) * tex2D(s1,uv0);
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iGlobalTime; // shader playback time (in seconds)
uniform float iChannelTime[4]; // channel playback time (in seconds)
uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)
uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click
uniform samplerXX iChannel0..3; // input channel. XX = 2D/Cube
uniform vec4 iDate; // (year, month, day, time in seconds)
void main(void)
{
vec2 uv = gl_FragCoord.xy / iResolution.xy;
gl_FragColor = vec4(uv,0.5+0.5*sin(iGlobalTime),1.0);
}
uniform float time : register(c9); // var0
uniform float4 var1 : register(c10); // var1
uniform float4 var2 : register(c11); // var2
uniform float4 var3 : register(c12); // var3
uniform float4 var4 : register(c13); // var4
void main
(
in float2 uv0 : TEXCOORD0,
out float4 color0 : COLOR0,
in float2 vpos : VPOS
)
{
float2 uv = vpos.- 0.5 / resolution.xy;
color0 = float4(uv,0.5+0.5*sin(Time),1.0);
}
uniform float time : register(c9); // var0
uniform float4 var1 : register(c10); // var1
uniform float4 var2 : register(c11); // var2
uniform float4 var3 : register(c12); // var3
uniform float4 var4 : register(c13); // var4
void main
(
in float2 uv0 : TEXCOORD0,
out float4 color0 : COLOR0,
in float2 vpos : VPOS
)
{
float2 uv = vpos.xy / resolution.xy;
color0 = float4(uv,0.5+0.5*sin(time),1.0);
}
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iGlobalTime; // shader playback time (in seconds)
uniform float iChannelTime[4]; // channel playback time (in seconds)
uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)
uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click
uniform samplerXX iChannel0..3; // input channel. XX = 2D/Cube
uniform vec4 iDate; // (year, month, day, time in seconds)
void main()
{
float v,t=v=.001;
for (float s=.0; s<2.; s+=.01) {
vec3 p=s*gl_FragCoord.xyz*t+vec3(.1,.2,fract(s+floor(iGlobalTime*25.)*.01));
for (int i=0; i<8; i++) p=abs(p)/dot(p,p)-.8;
v+=dot(p,p)*t;
}
gl_FragColor=vec4(v);
}
uniform float time : register(c9); // var0
uniform float4 var1 : register(c10); // var1
uniform float4 var2 : register(c11); // var2
uniform float4 var3 : register(c12); // var3
uniform float4 var4 : register(c13); // var4
void main
(
in float2 uv0 : TEXCOORD0,
out float4 color0 : COLOR0,
in float2 vpos : VPOS
)
{
float v,t=v=.001;
for (float s=.0; s<2.; s+=.01) {
float3 p=s*vpos.xyz*t+float3(.1,.2,fract(s+floor(time*25.)*.01));
for (int i=0; i<8; i++) p=abs(p)/dot(p,p)-.8;
v+=dot(p,p)*t;
}
color0=float4(v);
}
vpos.xyz
float3(vpos.xy,1) or float3(vpos,1) (it is the same)
color0=float4(v);
uniform float time : register(c9); // var0
uniform float4 var1 : register(c10); // var1
uniform float4 var2 : register(c11); // var2
uniform float4 var3 : register(c12); // var3
uniform float4 var4 : register(c13); // var4
void main
(
in float2 uv0 : TEXCOORD0,
out float4 color0 : COLOR0,
in float2 vpos : VPOS
)
{
float v,t=v=.001;
for (float s=.0; s<2.; s+=.01) {
float3 p=s*float3(vpos.xy,1)*t+float3(.1,.2,frac(s+floor(time*25.)*.01));
for (int i=0; i<8; i++) p=abs(p)/dot(p,p)-.8;
v+=dot(p,p)*t;
}
color0=float4(v,v,v,v);
}
float2 center = -1.0 + 2.0 * vpos.xy / resolution.xy;
vpos = center * 1000;
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