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plunkerでshadertoy sandbox その37

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概要

plunkerでshadertoyのglsl動かしてみた。
TUTORIAL、やってみる。

TUTORIAL 28

RANDOMNESS

float hash(float seed) {
	return fract(sin(seed) * 43758.5453);
}
vec2 hashPosition(float x) {
	return vec2(hash(x), hash(x * 1.1));
}
float disk(vec2 r, vec2 center, float radius) {
	return 1.0 - smoothstep(radius - 0.005, radius + 0.005, length(r - center));
}
float coordinateGrid(vec2 r) {
	vec3 axesCol = vec3(0.0, 0.0, 1.0);
	vec3 gridCol = vec3(0.5);
	float ret = 0.0;
	const float tickWidth = 0.1;
	for (float i = -2.0; i < 2.0; i += tickWidth)
	{
		ret += 1. - smoothstep(0.0, 0.005, abs(r.x - i));
		ret += 1. - smoothstep(0.0, 0.01, abs(r.y - i));
	}
	ret += 1. - smoothstep(0.001, 0.005, abs(r.x));
	ret += 1. - smoothstep(0.001, 0.005, abs(r.y));
	return ret;
}
float plot(vec2 r, float y, float thickness) {
	return (abs(y - r.y) < thickness ) ? 1.0 : 0.0;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
	vec2 p = vec2(fragCoord.xy / iResolution.xy);
	vec2 r = 2.0 * vec2(fragCoord.xy - 0.5 * iResolution.xy) / iResolution.y;
	float xMax = iResolution.x / iResolution.y;
	vec3 bgCol = vec3(0.3);
	vec3 col1 = vec3(0.216, 0.471, 0.698);
	vec3 col2 = vec3(1.00, 0.329, 0.298);
	vec3 col3 = vec3(0.867, 0.910, 0.247);
	vec3 ret = bgCol;
	vec3 white = vec3(1.);
	vec3 gray = vec3(.3);
	if (r.y > 0.7)
	{
		vec2 q = (r - vec2(0., 0.9)) * vec2(1., 20.);
		ret = mix(white, gray, coordinateGrid(q));
		float y = sin(5. * q.x) * 2.0 - 1.0;
		ret = mix(ret, col1, plot(q, y, 0.1));
	}
	else if (r.y > 0.4)
	{
		vec2 q = (r - vec2(0., 0.6)) * vec2(1., 20.);
		ret = mix(white, col1, coordinateGrid(q));
		float y = fract(sin(5. * q.x)) * 2.0 - 1.0;
		ret = mix(ret, col2, plot(q, y, 0.1));
	}
	else if (r.y > 0.1)
	{
		vec3 white = vec3(1.);
		vec2 q = (r - vec2(0., 0.25)) * vec2(1., 20.);
		ret = mix(white, gray, coordinateGrid(q));
		float scale = 10.0;
		float y = fract(sin(5. * q.x) * scale) * 2.0 - 1.0;
		ret = mix(ret, col1, plot(q, y, 0.2));
	}
	else if (r.y > -0.2)
	{
		vec3 white = vec3(1.);
		vec2 q = (r - vec2(0., -0.0)) * vec2(1., 10.);
		ret = mix(white, col1, coordinateGrid(q));
		float seed = q.x;
		float y = fract(sin(seed) * 43758.5453) * 2.0 - 1.0;
		ret = mix(ret, col2, plot(q, y, 0.1));
	}
	else
	{
		vec2 q = (r - vec2(0., -0.6));
		for (float i = 0.0; i < 6.0; i++)
		{
			float seed = i + 0.0;
			vec2 pos = (vec2(hash(seed), hash(seed + 0.5)) - 0.5) * 3.;
			float radius = hash(seed + 3.5);
			pos *= vec2(1.0, 0.3);
			ret = mix(ret, col1, disk(q, pos, 0.2 * radius));
		}
	}
	vec3 pixel = ret;
	fragColor = vec4(pixel, 1.0);
}

写真

image.png

成果物

以上。

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