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@@ -17,20 +17,711 @@ vertex_shader = """
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in vec3 in_position;
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void main(){
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- gl_Position = vec4(in_position, 0.9);
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+ gl_Position = vec4(in_position, 1);
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}
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"""
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+fragment_shaderX = """
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+#version 400
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+
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+precision highp float;
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+
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+uniform float time = 0;
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+uniform vec2 mouse = vec2(0,0);
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+uniform vec2 resolution;
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+
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+
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+out vec4 fragColor;
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+
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+
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+float random(float seed)
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+{
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+ return fract(sin(seed)*1e4);
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+}
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+
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+
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+float row(float x, float y, float row_idx)
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+{
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+ float rand_factor = 0.25+random(row_idx)*0.75;
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+ return step(0.2, y) * step(y, 0.8) * step(0.5, random(floor(x*rand_factor*2. + 15.*time*random(rand_factor))));
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+}
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+
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+void main()
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+{
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+ vec2 uv = gl_FragCoord.xy / resolution.y;
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+ uv.x *= 10.0;
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+ uv.y *= 35.0;
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+
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+ float c = row(uv.x, fract(uv.y), floor(uv.y));
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+
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+ fragColor = vec4(c);
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+}
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+"""
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+
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+#matrix like
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+fragment_shaderX = """
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+#version 400
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+#extension GL_OES_standard_derivatives : enable
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+
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+precision highp float;
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+out vec4 fragColor;
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+
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+uniform float time;
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+uniform vec2 mouse;
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+uniform vec2 resolution;
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+
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+float random(float seed)
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+{
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+ return fract(sin(seed)*40002 );//*200e2);
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+}
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+
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+
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+float row(float x, float y, float row_idx)
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+{
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+ float rand_factor1 = 0.15+random(row_idx)*0.75;
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+ float rand_factor2 = 0.15+random(row_idx/2.1)*0.75;
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+ return step(0.3, y) * step(y, 0.7) * step(0.4, random(floor(x*rand_factor1*-3.0 + 30.100*time*random(rand_factor2))));
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+}
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+
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+void main()
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+{
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+ vec2 uv = gl_FragCoord.yx / resolution.y;
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+ uv.x *= 20.5;
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+ uv.y *= 120.0;
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+
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+ float c = row(uv.x, fract(uv.y), floor(uv.y));
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+
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+ fragColor = vec4(c);
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+}
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+
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+"""
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+
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+# shadow bar
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+fragment_shaderX = """
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+#version 400
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+//https://glslsandbox.com/e#97695.0
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+
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+#extension GL_OES_standard_derivatives : enable
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+out vec4 fragColor;
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+
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+precision highp float;
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+
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+uniform float time;
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+uniform vec2 mouse;
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+uniform vec2 resolution;
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+
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+void main( void ) {
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+
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+ vec2 pos = ( gl_FragCoord.xy / resolution.xy );
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+
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+ float color = 0.0;//sin(6.28*0.5*(time-pos.x))*0.5+sin(6.28*1.0*(time+pos.x/0.5))*0.5;
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+
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+ for(float i=0.0;i<10.0;i+=1.0){
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+ color += sin(6.28*0.3*i*(time*i*0.05-pos.x/1.0))*0.03+sin(6.28*1.0*i*(time*i*0.01-pos.x/0.7)+i*2.0)*0.03;
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+ color += sin(6.28*0.3*i*(time*i*0.05+pos.x/1.2))*0.03+sin(6.28*1.0*i*(time*i*0.01+pos.x/0.5)+i*0.7)*0.03;
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+ }
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+
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+
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+ color *= sin(3.14*pos.x);
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+
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+
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+ fragColor = vec4( vec3( color*2, color*2,color*2 ), 1.0 );
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+
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+}
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+"""
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+
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+
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+#waves
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+fragment_shaderX = """
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+#version 400
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+//#extension GL_OES_standard_derivatives : enable
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+//https://glslsandbox.com/e#97629.0
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+out vec4 fragColor;
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+
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+#ifdef GL_ES
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+precision highp float;
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+#endif
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+
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+//#extension GL_OES_standard_derivatives : enable
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+
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+uniform float time;
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+uniform vec2 resolution;
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+
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+
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+void main( void ) {
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+ vec2 uv = (gl_FragCoord.xy - resolution * 0.7) / max(resolution.x, resolution.y) * 3.0;
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+ uv *= 3.0;
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+
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+ float e = 0.0;
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+ for (float i=3.0;i<=5.0;i+=1.0) {
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+ e += 0.007/abs( (i/15.) +sin((time/9.0) + 0.15*i*(uv.x) *( cos(i/4.9 + (time / 9.0) + uv.x*1.2) ) ) + 3.5*uv.y);
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+ fragColor = vec4( vec3(e/39.1, e/0.6, e/3.6), 9.0);
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+
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+ }
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+
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+}
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+"""
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+
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+# sea
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+fragment_shaderX = """
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+#version 400
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+//#extension GL_OES_standard_derivatives : enable
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+out vec4 fragColor;
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+
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+precision highp float;
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+
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+uniform float time;
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+uniform vec2 mouse;
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+uniform vec2 resolution;
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+
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+float spike(float x) {
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+ x = mod(x, 2.0);
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+
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+ if (x < 1.0)
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+ return x * x;
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+
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+ x = 2.0 - x;
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+
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+ return x * x;
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+}
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+
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+
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+float noise(float x, float amplitude) {
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+ float n = spike(x*3.0 + time) * 0.03 +
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+ sin(x*30.5 + time*26.5) * 0.005 +
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+ sin(time) * 0.1;
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+ return n * amplitude;
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+}
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+
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+const vec3 sky_high = vec3(92, 176, 255) / 255.0;
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+const vec3 sky_low = vec3(219, 238, 255) / 255.0;
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+const vec3 water = vec3(62, 153, 180) / 255.0;
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+
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+float fog = 6.0;
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+
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+void main() {
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+
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+ vec2 uv = (gl_FragCoord.xy / resolution.xy);
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+
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+ float v = 0.0;
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+
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+ float n0 = noise(uv.x * 3.18, 0.3);
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+ float n1 = noise(uv.x * 2.34, 0.4);
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+ float n2 = noise(uv.x * 2.14, 0.6);
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+ float n3 = noise(uv.x * 1.4, 0.8);
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+ float n4 = noise(uv.x * 1.23, 1.0);
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+
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+ if (uv.y < 0.2 + n4) {
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+ v = 1.2;
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+ } else if (uv.y < 0.3 + n3) {
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+ v = 1.4;
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+ } else if (uv.y < 0.35 + n2) {
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+ v = 1.6;
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+ } else if (uv.y < 0.385 + n1) {
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+ v = 1.8;
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+ } else if (uv.y < 0.4 + n0) {
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+ v = 2.6;
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+ }
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+
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+
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+ vec3 color = mix(sky_low, sky_high, uv.y);
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+
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+ if (v > 0.0) {
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+ vec3 water_color = water * v;
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+ //color = water_color;
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+ color = mix(mix(sky_high, sky_low, 0.5), water_color, clamp(2.0-(uv.y*uv.y*uv.y)*fog, 3.3, 2.6));
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+
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+ }
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+
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+ fragColor = vec4(color, 5.0);
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+}
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+"""
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+
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+
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+#flow
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+fragment_shaderX = """
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+#version 400
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+out vec4 fragColor;
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+//#extension GL_OES_standard_derivatives : enable
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+//https://glslsandbox.com/e#97672.0
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+
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+precision highp float;
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+
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+uniform float time;
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+const float ZOOM = 80.0;
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+const float SPEED = 0.20;
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+
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+void main( void ) {
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+
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+ vec2 pos = gl_FragCoord.xy / ZOOM;
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+ float dist;
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+ float dist1;
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+
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+ for(int i = 0; i < 20; i++) {
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+ dist = distance(pos.x, pos.y);
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+ dist = 0.5;
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+ //dist = rand(vec2(0.1,0.4));
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+ //dist = hash(1);
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+ //dist = rand2(vec2(1,10));
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+ //dist = nois(0.456);
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+ //dist1 = hash(10);
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+
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+ pos.x = pos.x + sin(time / SPEED) + cos(pos.y + sin(dist));
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+ pos.y = pos.y - cos(time / SPEED) + sin(pos.x - sin(dist));
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+ }
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+
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+ fragColor = vec4( 0,0,sin(pos.x /10), 1.0);
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+
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+}
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+"""
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+
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+
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+# dimming grid
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+fragment_shaderX = """
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+#version 400
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+out vec4 fragColor;
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+
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+//#extension GL_OES_standard_derivatives : enable
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+
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+precision highp float;
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+
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+uniform float time;
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+uniform vec2 mouse;
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+uniform vec2 resolution;
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+
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+#define step 100.0
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+#define width 2.0
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+
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+#define bigval 0.8
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+#define smallval 0.4
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+#define bgval 0.2
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+
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+float h21(vec2 p)
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+{
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+ p = fract(p * vec2(123.34, 456.21));
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+ p += dot(p, p+45.32);
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+ return fract(p.x*p.y);
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+}
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+
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+void main(void)
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+{
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+ vec2 pos = gl_FragCoord.xy - mouse.xy * resolution.xy;
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+ vec2 lpos = mod(pos, step);
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+ vec2 id = floor(pos / step);
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+
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+ float lbg = mod(h21(id), bgval);
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+ float val = (sin((lbg + 1.0) * time) * bgval + bgval) * 0.5;
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+ if (lpos.x < width)
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+ {
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+ if (abs(mod(id.x, 5.0)) < 0.5)
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+ val = bigval;
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+ else
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+ val = smallval;
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+ }
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+ if (val < bigval)
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+ {
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+ if (lpos.y < width)
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+ {
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+ if (abs(mod(id.y, 5.0)) < 0.5)
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+ val = bigval;
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+ else
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+ val = smallval;
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+ }
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+ }
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+ gl_FragColor = vec4(0,0,val, 1.0);
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+
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+}
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+"""
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fragment_shader = """
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#version 400
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+out vec4 fragColor;
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+
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+// https://glslsandbox.com/e#97668.0
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+
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+
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+#ifdef GL_ES
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+precision highp float;
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+#endif
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+
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+// ↙
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+// ↙
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+// ↙
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+// http://66.media.tumblr.com/2a2f183dc4a6a040ff65355418b9403/tumblr_ncbj5rJvLI1tmxmpzo1_500.jpg
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+
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+vec2 uv;
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+
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+uniform float time;
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+uniform vec2 resolution;
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+
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+const vec2 ch_size = vec2(1.0, 2.0) * 0.6; // character size (Y,X)
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+const vec2 ch_space = ch_size + vec2(1.0, 1.0); // character distance Vector(X,Y)
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+const vec2 ch_start = vec2 (ch_space.x * -1.75, 3.25); // start position
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+ vec2 ch_pos = vec2 (0.0, 0.0); // character position(X,Y)
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+// vec3 ch_color = vec3 (1.5, 0.75, 0.5); // character color (R,G,B)
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+//const vec3 bg_color = vec3 (0.2, 0.2, 0.2); // background color (R,G,B)
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+
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+#define REPEAT_SIGN false // True/False; True=Multiple, False=Single
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+
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+/* 16 segment display...Akin to LED Display.
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+
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+Segment bit positions:
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+ __2__ __14__
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+ |\ | /|
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+ | \ | / |
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+ 5 11 40 9 0
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+ | \ | / |
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+ | \|/ |
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+ _12__ __8__
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+ | |
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+ | /|\ |
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+ 4 / | \ 7
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+ | 13 1 15 |
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+ | / | \ |
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+ __3__|__6__
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+
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+15 12 11 8 7 4 3 0
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+ | | | | | | | |
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+ 0000 0000 0000 0000
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+10101010101010101011
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+
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+example: letter A
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+
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+ 12 8 7 4 3210
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+ | | | | ||||
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+ 0001 0001 1001 1111
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+
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+ binary to hex -> 0x119F
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+*/
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+
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+#define n0 ddigit(0x22FF);
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+#define n1 ddigit(0x0281);
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+#define n2 ddigit(0x1177);
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+#define n3 ddigit(0x11E7);
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+#define n4 ddigit(0x5508);
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+#define n5 ddigit(0x11EE);
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+#define n6 ddigit(0x11FE);
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+#define n7 ddigit(0x2206);
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+#define n8 ddigit(0x11FF);
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+#define n9 ddigit(0x11EF);
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+
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+#define A ddigit(0x119F);
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+#define B ddigit(0x927E);
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+#define C ddigit(0x007E);
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+#define D ddigit(0x44E7);
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+#define E ddigit(0x107E);
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+#define F ddigit(0x101E);
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+#define G ddigit(0x807E);
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+#define H ddigit(0x1199);
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+#define I ddigit(0x4466);
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+#define J ddigit(0x4436);
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+#define K ddigit(0x9218);
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+#define L ddigit(0x0078);
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+#define M ddigit(0x0A99);
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+#define N ddigit(0x8899);
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+#define O ddigit(0x00FF);
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+#define P ddigit(0x111F);
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+#define Q ddigit(0x80FF);
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+#define R ddigit(0x911F);
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+#define S ddigit(0x8866);
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+#define T ddigit(0x4406);
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+#define U ddigit(0x00F9);
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+#define V ddigit(0x2218);
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+#define W ddigit(0xA099);
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+#define X ddigit(0xAA00);
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+#define Y ddigit(0x4A00);
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+#define Z ddigit(0x2266);
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+#define _ ch_pos.x += ch_space.x;
|
|
|
+#define s_dot ddigit(0);
|
|
|
+#define s_minus ddigit(0x1100);
|
|
|
+#define s_plus ddigit(0x5500);
|
|
|
+#define s_greater ddigit(0x2800);
|
|
|
+#define s_less ddigit(0x8200);
|
|
|
+#define s_sqrt ddigit(0x0C02);
|
|
|
+#define nl1 ch_pos = ch_start; ch_pos.y -= 3.0;
|
|
|
+#define nl2 ch_pos = ch_start; ch_pos.y -= 6.0;
|
|
|
+#define nl3 ch_pos = ch_start; ch_pos.y -= 9.0;
|
|
|
+#define nl4 ch_pos = ch_start; ch_pos.y -= 12.0;
|
|
|
+
|
|
|
+float dseg(vec2 p0, vec2 p1)
|
|
|
+{
|
|
|
+ vec2 dir = normalize(p1 - p0);
|
|
|
+ vec2 cp = (uv - ch_pos - p0) * mat2(dir.x, dir.y,-dir.y, dir.x);
|
|
|
+ return distance(cp, clamp(cp, vec2(0), vec2(distance(p0, p1), 0)));
|
|
|
+}
|
|
|
+
|
|
|
+bool bit(int n, int b)
|
|
|
+{
|
|
|
+ return mod(floor(float(n) / exp2(floor(float(b)))), 2.0) != 0.0;
|
|
|
+}
|
|
|
+
|
|
|
+float d = 1e6;
|
|
|
+
|
|
|
+void ddigit(int n)
|
|
|
+{
|
|
|
+ float v = 1e6;
|
|
|
+ vec2 cp = uv - ch_pos;
|
|
|
+ if (n == 0) v = min(v, dseg(vec2(-0.405, -1.000), vec2(-0.500, -1.000)));
|
|
|
+ if (bit(n, 0)) v = min(v, dseg(vec2( 0.500, 0.063), vec2( 0.500, 0.937)));
|
|
|
+ if (bit(n, 1)) v = min(v, dseg(vec2( 0.438, 1.000), vec2( 0.063, 1.000)));
|
|
|
+ if (bit(n, 2)) v = min(v, dseg(vec2(-0.063, 1.000), vec2(-0.438, 1.000)));
|
|
|
+ if (bit(n, 3)) v = min(v, dseg(vec2(-0.500, 0.937), vec2(-0.500, 0.062)));
|
|
|
+ if (bit(n, 4)) v = min(v, dseg(vec2(-0.500, -0.063), vec2(-0.500, -0.938)));
|
|
|
+ if (bit(n, 5)) v = min(v, dseg(vec2(-0.438, -1.000), vec2(-0.063, -1.000)));
|
|
|
+ if (bit(n, 6)) v = min(v, dseg(vec2( 0.063, -1.000), vec2( 0.438, -1.000)));
|
|
|
+ if (bit(n, 7)) v = min(v, dseg(vec2( 0.500, -0.938), vec2( 0.500, -0.063)));
|
|
|
+ if (bit(n, 8)) v = min(v, dseg(vec2( 0.063, 0.000), vec2( 0.438, -0.000)));
|
|
|
+ if (bit(n, 9)) v = min(v, dseg(vec2( 0.063, 0.063), vec2( 0.438, 0.938)));
|
|
|
+ if (bit(n, 10)) v = min(v, dseg(vec2( 0.000, 0.063), vec2( 0.000, 0.937)));
|
|
|
+ if (bit(n, 11)) v = min(v, dseg(vec2(-0.063, 0.063), vec2(-0.438, 0.938)));
|
|
|
+ if (bit(n, 12)) v = min(v, dseg(vec2(-0.438, 0.000), vec2(-0.063, -0.000)));
|
|
|
+ if (bit(n, 13)) v = min(v, dseg(vec2(-0.063, -0.063), vec2(-0.438, -0.938)));
|
|
|
+ if (bit(n, 14)) v = min(v, dseg(vec2( 0.000, -0.938), vec2( 0.000, -0.063)));
|
|
|
+ if (bit(n, 15)) v = min(v, dseg(vec2( 0.063, -0.063), vec2( 0.438, -0.938)));
|
|
|
+ ch_pos.x += ch_space.x;
|
|
|
+ d = min(d, v);
|
|
|
+}
|
|
|
+mat2 rotate(float a)
|
|
|
+{
|
|
|
+ float c = cos(a);
|
|
|
+ float s = sin(a);
|
|
|
+ return mat2(c, s, -s, c);
|
|
|
+}
|
|
|
+vec3 hsv2rgb_smooth( in vec3 c )
|
|
|
+{
|
|
|
+ vec3 rgb = clamp( abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 );
|
|
|
+
|
|
|
+ rgb = rgb*rgb*(3.0-2.0*rgb); // cubic smoothing
|
|
|
+
|
|
|
+ return c.z * mix( vec3(1.0), rgb, c.y);
|
|
|
+}
|
|
|
+void main( void )
|
|
|
+{
|
|
|
+
|
|
|
+ vec2 aspect = resolution.xy / resolution.y;
|
|
|
+ uv = ( gl_FragCoord.xy / resolution.y ) - aspect / 2.0;
|
|
|
+ float _d = 1.0-length(uv);
|
|
|
+ uv *= 18.0 ;
|
|
|
+ uv -= vec2(-7., 1.);
|
|
|
+ //uv *= rotate(time+uv.x*0.05);
|
|
|
+
|
|
|
+ vec3 ch_color = hsv2rgb_smooth(vec3(time*0.4+uv.y*0.1,0.5,1.0));
|
|
|
+
|
|
|
+ vec3 bg_color = vec3(_d*0.4, _d*0.2, _d*0.1);
|
|
|
+ uv.x += 0.5+sin(time+uv.y*0.7)*0.5;
|
|
|
+ ch_pos = ch_start;
|
|
|
+
|
|
|
+
|
|
|
+_ _ _ _ _ W O W _ nl1;
|
|
|
+_ _ _ _ S O M E nl2;
|
|
|
+_ _ _ _ T R O L L A G E nl3;
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ vec3 color = mix(ch_color, bg_color, 1.0- (0.08 / d*2.0)); // shading
|
|
|
+ fragColor = vec4(color, 1.0);
|
|
|
+}
|
|
|
+"""
|
|
|
+
|
|
|
+fragment_shader = """
|
|
|
+#version 400
|
|
|
+//--- hatsuyuki ---
|
|
|
+// by Catzpaw 2016
|
|
|
+#ifdef GL_ES
|
|
|
+precision mediump float;
|
|
|
+#endif
|
|
|
+
|
|
|
+//#extension GL_OES_standard_derivatives : enable
|
|
|
+out vec4 fragColor;
|
|
|
+
|
|
|
+uniform float time;
|
|
|
+uniform vec2 mouse;
|
|
|
+uniform vec2 resolution;
|
|
|
+
|
|
|
+float snow(vec2 uv,float scale)
|
|
|
+{
|
|
|
+ float time1 = time / 10;
|
|
|
+ float w=smoothstep(1.,0.,-uv.y*(scale/10.));
|
|
|
+ if(w<.1){
|
|
|
+ return 0.;
|
|
|
+ }
|
|
|
+ uv+=time1/scale;
|
|
|
+ uv.y+=time1*2./scale;
|
|
|
+ uv.x+=sin(uv.y+time1*.5)/scale;
|
|
|
+ //uv*=scale;
|
|
|
+ vec2 s=floor(uv),f=fract(uv),p;
|
|
|
+ float k=3.,d;
|
|
|
+ p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;
|
|
|
+ d=length(p);
|
|
|
+ k=min(d,k);
|
|
|
+ k=smoothstep(0.,k,sin(f.x+f.y)*0.01);
|
|
|
+
|
|
|
+ return k*w;
|
|
|
+}
|
|
|
+
|
|
|
+void main(void){
|
|
|
+ vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);
|
|
|
+ vec3 finalColor=vec3(0);
|
|
|
+ float c=smoothstep(1.,0.3,clamp(uv.y*.3+.8,0.,.75));
|
|
|
+ //c+=snow(uv,30.)*.3;
|
|
|
+ //c+=snow(uv,20.)*.5;
|
|
|
+ //c+=snow(uv,15.)*.8;
|
|
|
+ //c+=snow(uv,10.);
|
|
|
+ //c+=snow(uv,8.);
|
|
|
+ //c+=snow(uv,6.);
|
|
|
+ c+=snow(uv,5.);
|
|
|
+ finalColor=(vec3(c));
|
|
|
+ fragColor = vec4(finalColor,1);
|
|
|
+}
|
|
|
+
|
|
|
+"""
|
|
|
+
|
|
|
+fragment_shader = """
|
|
|
+#version 400
|
|
|
+//#extension GL_OES_standard_derivatives : enable
|
|
|
+
|
|
|
+precision highp float;
|
|
|
+
|
|
|
+uniform float time;
|
|
|
+uniform vec2 mouse;
|
|
|
+uniform vec2 resolution;
|
|
|
+
|
|
|
+float random(float seed)
|
|
|
+{
|
|
|
+ return fract(sin(seed));//*200e2);
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+float row(float x, float y, float row_idx)
|
|
|
+{
|
|
|
+ float time1 = time*2;
|
|
|
+ float rand_factor = 0.35+random(row_idx)*.175;
|
|
|
+ return step(0.3, y) * step(y, 0.37) * step(0.99, random(floor(x*rand_factor*-31.0 + 10.100*time1*random(rand_factor))));
|
|
|
+}
|
|
|
+
|
|
|
+void main()
|
|
|
+{
|
|
|
+ vec2 uv = gl_FragCoord.xy / resolution.y;
|
|
|
+ uv.x *= 20.5;
|
|
|
+ uv.y *= 20.0;
|
|
|
+
|
|
|
+ float c = row(uv.y, fract(uv.x), floor(uv.x));
|
|
|
+
|
|
|
+ gl_FragColor = vec4(c);
|
|
|
+}
|
|
|
+"""
|
|
|
+
|
|
|
+
|
|
|
+fragment_shader = """
|
|
|
+#version 400
|
|
|
+
|
|
|
+
|
|
|
+out vec4 fragColor;
|
|
|
+
|
|
|
+//uniform vec3 iResolution; // viewport resolution (in pixels)
|
|
|
+//uniform float iTime; // shader playback time (in seconds)
|
|
|
+//uniform float iTimeDelta; // render time (in seconds)
|
|
|
+//uniform float iFrameRate; // shader frame rate
|
|
|
+//uniform int iFrame; // shader playback frame
|
|
|
+//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)
|
|
|
+//uniform float iSampleRate; // sound sample rate (i.e., 44100)
|
|
|
+
|
|
|
+ vec3 iResolution; // viewport resolution (in pixels)
|
|
|
+ float iTime = 0; // shader playback time (in seconds)
|
|
|
+ float iTimeDelta = 1; // render time (in seconds)
|
|
|
+ float iFrameRate = 1; // shader frame rate
|
|
|
+ int iFrame; // shader playback frame
|
|
|
+ float iChannelTime[4]; // channel playback time (in seconds)
|
|
|
+ vec3 iChannelResolution[4]; // channel resolution (in pixels)
|
|
|
+ vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click
|
|
|
+ samplerXX iChannel0..3; // input channel. XX = 2D/Cube
|
|
|
+ vec4 iDate; // (year, month, day, time in seconds)
|
|
|
+ float iSampleRate = 1.; // sound sample rate (i.e., 44100)
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+//Based on https://thebookofshaders.com/edit.php#11/wood.frag
|
|
|
+float random (in vec2 st) {
|
|
|
+ return fract(sin(dot(st.xy,
|
|
|
+ vec2(12.9898,78.233)))
|
|
|
+ * 43758.5453123);
|
|
|
+}
|
|
|
+
|
|
|
+// 2D Noise based on Morgan McGuire @morgan3d
|
|
|
+// https://www.shadertoy.com/view/4dS3Wd
|
|
|
+float noise (in vec2 st) {
|
|
|
+ vec2 i = floor(st);
|
|
|
+ vec2 f = fract(st);
|
|
|
+
|
|
|
+ // Four corners in 2D of a tile
|
|
|
+ float a = random(i);
|
|
|
+ float b = random(i + vec2(1.0, 0.0));
|
|
|
+ float c = random(i + vec2(0.0, 1.0));
|
|
|
+ float d = random(i + vec2(1.0, 1.0));
|
|
|
+ // Smooth Interpolation
|
|
|
+ // Cubic Hermine Curve. Same as SmoothStep()
|
|
|
+ vec2 u = f*f*(3.0-2.0*f);
|
|
|
+ // u = smoothstep(0.,1.,f);
|
|
|
+ // Mix 4 coorners percentages
|
|
|
+ return mix(a, b, u.x) +
|
|
|
+ (c - a)* u.y * (1.0 - u.x) +
|
|
|
+ (d - b) * u.x * u.y;
|
|
|
+}
|
|
|
+
|
|
|
+mat2 rotate2d(float angle){
|
|
|
+ return mat2(cos(angle),-sin(angle),
|
|
|
+ sin(angle),cos(angle));
|
|
|
+}
|
|
|
+
|
|
|
+float lines(in vec2 pos, float b){
|
|
|
+ float scale = 10.0;
|
|
|
+ pos *= scale;
|
|
|
+ return smoothstep(0.0,.5+b*.5,
|
|
|
+ abs((sin(pos.x*1.)+b*2.0))*0.95);
|
|
|
+}
|
|
|
+
|
|
|
+void main( out vec4 fragColor, in vec2 fragCoord )
|
|
|
+{
|
|
|
+ // Normalized pixel coordinates <-0.5, 0.5>
|
|
|
+ vec2 uv = (fragCoord - .5 * iResolution.xy) / iResolution.y;
|
|
|
+ uv -= 1.;
|
|
|
+ vec4 mouse = iMouse / iResolution.x;
|
|
|
+ vec2 pos = vec2(uv*5.0) + mouse.xy*100.;
|
|
|
+ float n = noise(pos)+iTime/100.;
|
|
|
+ pos = rotate2d(n)*pos;
|
|
|
+ float pattern = lines(pos,0.5);
|
|
|
+ // Output to screen
|
|
|
+ fragColor = vec4(vec3(pattern), 1.0) * vec4(0.55, 1.5,1.0,1.0);
|
|
|
+}
|
|
|
+
|
|
|
+"""
|
|
|
+
|
|
|
+fragment_shader= """
|
|
|
+#version 400
|
|
|
|
|
|
#define PI 3.1415926538
|
|
|
out vec4 fragColor;
|
|
|
uniform vec4 col2 = vec4(1);
|
|
|
uniform vec4 col3 = vec4(1,0,0,0);
|
|
|
uniform vec4 fix_bg = vec4(0,1,0,0);
|
|
|
+
|
|
|
+uniform float fix1_size = 1 ;
|
|
|
+uniform float fix1_speed = 0 ;
|
|
|
+uniform float fix1_width = 1 ;
|
|
|
+
|
|
|
+uniform float fix2_size = 1 ;
|
|
|
+uniform float fix2_speed = 0 ;
|
|
|
+uniform float fix2_width = 0.1 ;
|
|
|
+
|
|
|
+uniform float fix3_size = 1 ;
|
|
|
+uniform float fix3_speed = 0 ;
|
|
|
+uniform float fix3_width = 0.1 ;
|
|
|
+
|
|
|
uniform float master_dim = 1;
|
|
|
uniform vec4 fix_block_pos = vec4(0,1,0,0);
|
|
|
uniform vec4 fix_circle_pos = vec4(0,1,0,0);
|
|
@@ -71,12 +762,23 @@ vec4 ring(vec4 col,vec2 uv,vec2 aa, int z,float ang, float speed,float scaleX, f
|
|
|
|
|
|
|
|
|
vec4 circle(vec2 uv,vec4 col,vec2 a, float r, vec4 col2){
|
|
|
+ //float t = 1.0 - smoothstep(0.0, 10, abs(r-1));
|
|
|
if( distance( uv-a, vec2(0.5,0.5)) < r/2.0){
|
|
|
col = col2;
|
|
|
}
|
|
|
return col;
|
|
|
}
|
|
|
|
|
|
+vec4 circleS(vec2 uv,vec4 col,vec2 a, float r, vec4 col2){
|
|
|
+ float borderThickness = 2;
|
|
|
+ float d = 1;
|
|
|
+ vec3 color = vec3(1,1,0);
|
|
|
+ vec3 baseColor = vec3(1,1,0);
|
|
|
+ float t1 = 1.0 - smoothstep(r-borderThickness, r, d);
|
|
|
+ float t2 = 1.0 - smoothstep(r, r+borderThickness, d);
|
|
|
+ return vec4(mix(color.rgb, baseColor.rgb, t1), t2);
|
|
|
+}
|
|
|
+
|
|
|
vec4 block(vec2 uv,vec4 col, vec2 a, vec2 b, vec4 col2){
|
|
|
float r1 = 0;
|
|
|
float boarder = 5;
|
|
@@ -112,6 +814,7 @@ vec4 block(vec2 uv,vec4 col, vec2 a, vec2 b, vec4 col2){
|
|
|
}
|
|
|
return col;
|
|
|
}
|
|
|
+
|
|
|
vec4 block1(vec2 uv,vec4 col, vec2 a, vec2 b){
|
|
|
if( uv.x > a.x && uv.x < a.x+b.x ){
|
|
|
if( uv.y > a.y && uv.y < a.y+b.y ){
|
|
@@ -124,6 +827,7 @@ vec4 block1(vec2 uv,vec4 col, vec2 a, vec2 b){
|
|
|
}
|
|
|
return col;
|
|
|
}
|
|
|
+
|
|
|
vec4 pulse(vec2 uv,vec4 col, vec2 a,vec4 col4){
|
|
|
float tt = sin(time*10)*1000;
|
|
|
col = circle(uv,col,a,tt,col4);
|
|
@@ -137,12 +841,34 @@ vec4 pulse(vec2 uv,vec4 col, vec2 a,vec4 col4){
|
|
|
col = circle(uv,col,a,tt-310,col4);
|
|
|
return col;
|
|
|
}
|
|
|
-float grid(vec2 st, float res)
|
|
|
-{
|
|
|
+
|
|
|
+float grid(vec2 st, float res){
|
|
|
vec2 grid = fract(st*res);
|
|
|
return (step(res,grid.x) * step(res,grid.y));
|
|
|
}
|
|
|
|
|
|
+float random(float seed){
|
|
|
+ return fract(sin(seed)*1e4);
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+uniform float direction;
|
|
|
+uniform float velocity = 1.0;
|
|
|
+uniform float intensity;
|
|
|
+
|
|
|
+ //vec3 COLOR = vec3(1);
|
|
|
+ //vec3 finalColor = vec3(1);
|
|
|
+
|
|
|
+float snow(vec2 uv, float scale, float time)
|
|
|
+{
|
|
|
+ float w=smoothstep(1.0,0.0,-uv.y*(scale/10.0));if(w<.1)return 0.0;
|
|
|
+ uv+=time/scale;uv.y+=time*2.0/scale;uv.x+=sin(uv.y+time*.5)/scale;
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+ uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.0,d;
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+ p=.5+.35*sin(11.0*fract(sin((s+scale)*mat2(vec2(7,3),vec2(6,5)))*5.0))-f;d=length(p);k=min(d,k);
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+ k=smoothstep(0.0,k,sin(f.x+f.y)*0.01);
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+ return k*w;
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+}
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+
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void main1(){;
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vec2 uv = gl_FragCoord.xy ; //vUV.st ;
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//vec2 uv = (gl_FragCoord.xy - resolution.xy/2) / resolution.y;
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@@ -163,41 +889,57 @@ void main1(){;
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vec4 col = vec4(0,0,0,1);
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vec4 col4 = vec4(0,1,0,1);
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+
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col = fix_bg ; //col44;
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+
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+ //float c=smoothstep(1.0,0.3,clamp(uv.y*0.3+0.8,0.0,0.75));
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+ //c += snow(uv,30,time);
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+ //col += vec4(vec3(c),0.5);
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+
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+ if(0==1){
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+ float TIME = fix1_speed/20;
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+ //float c=smoothstep(1.0,0.3,clamp(uv.y*.3+.8,0.0,.75));
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+ float c=smoothstep(1.0,0.3,clamp(uv.y+.8,0.0,.75));
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+ c+=snow(uv,30.0,TIME)*.3;
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+ //c+=snow(uv,20.0,TIME)*.5;
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+ //c+=snow(uv,15.0,TIME)*.8;
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+ //c+=snow(uv,10.0,TIME);
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+ //c+=snow(uv,8.0,TIME);
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+ c+=snow(uv,6.0,TIME);
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+ //c+=snow(uv,5.0,TIME);
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+ vec3 finalColor=vec3(c);
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+ col = vec4(finalColor,1.0);
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+ }
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+ //# background animation
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+ float mysin1 = sin(uv.y/3.14/10+fix1_speed*4+sin(fix1_width))*fix1_size;
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+ float mysin2 = sin(uv.x/3.14/10+fix2_speed*4+sin(fix2_width))*fix2_size;
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+ //float mysin2 = clamp(uv.x/3.14/10+fix2_speed*4+sin(fix2_width/10))*fix2_size;
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+ //float mysin2 = smoothstep(uv.x/3.14/10+fix2_speed*4+sin(fix2_width/10))*fix2_size;
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+ //float mysin2 = fract(uv.x/3.14/10+fix2_speed*4+sin(fix2_width/10))*fix2_size;
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+ //float mysin2 = length(uv/3.14/10+fix2_speed*4+sin(fix2_width/10))*fix2_size;
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- vec2 grid_uv = vec2(uv.xy*0.5);
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- float x = grid( grid_uv, 1/15.) ;
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- col.rgb += vec3(x,x,x) ;//*x;
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+ col -= vec4(mysin1*fix_bg.r ,mysin1*fix_bg.g ,mysin1*fix_bg.b , 1 ) ;
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+ col -= vec4(mysin2*fix_bg.r ,mysin2*fix_bg.g ,mysin2*fix_bg.b , 1 ) ;
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+
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+ //col -= vec4(sin(uv.x*time),0,0,0);
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+ //col -= vec4(fract(uv.x*time/1000),0,0,0);
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+ //col -= vec4(length(uv.xy*time/1000),0,0,0);
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+ //float mysin3 = sin(uv.x/3.14/10+fix3_speed*4+sin(fix3_width))*fix3_size;
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+ //col -= vec4(mysin3*fix_bg.r ,mysin3*1 ,mysin3*fix_bg.b , 1 ) ;
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- //# background animation
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- //float mysin = sin(uv.x/3.14/20*time);
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- float mysin = sin(uv.y/3.14/10+time*4);
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- float mysin2 = cos(uv.y/3.14/20+time*4);
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- //float mysin2 = sin(uv.y/3.14/20*time*4);
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- float mycos = cos(uv.x/3.14/10*time);
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- //col += vec4(mysin2,0, 0,1);
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- //col += vec4(mysin-mysin2 ,0 ,0, 1);
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- //col += vec4((mysin-mysin2)*col44.r ,col44.g , col44.b, 1);
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- //col += vec4((mysin-mysin2)*fix_bg.r ,(mysin-mysin2)*fix_bg.g , (mysin-mysin2)*fix_bg.b, 1);
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- col -= vec4(mysin*fix_bg.r ,mysin*fix_bg.g ,mysin*fix_bg.b , 1 ) ;
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- //col += vec4(mysin2*fix_bg.r ,mysin2*fix_bg.g ,mysin2*fix_bg.b , 1 ) ;
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+ col = circle(uv,col,vec2(20,20),40,vec4(0,1,1,0));
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+ col = circle(uv,col,vec2(0,0),20,vec4(0,1,0,0));
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+ //vec4 circle(vec2 uv,vec4 col,vec2 a, float r, vec4 col2){
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|
|
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|
+ vec2 grid_uv = vec2(uv.xy*0.5);
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+ float x = grid( grid_uv, 1/15.) ;
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+ //col.rgb -= vec3(x,x,x) ;//*x;
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a = vec2(0,0);
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- //col = pulse(uv,col,a,col4);
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col4 = vec4(1,0,0,1);
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a = vec2(600,0);
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- //col = pulse(uv,col,a,col4);
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|
|
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- //if( uv.x > -100 && uv.x < 100 ){
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|
- // col.r = 0;
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|
- // col.b = 1 ;//length(uv+vec2(2.9,0.9) )/200;
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- // col.g = 0;
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|
|
- //}
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-
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|
|
-
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|
|
-
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|
col += 0.1 / length(uv+vec2(.6,.8) ); //sun
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|
|
|
|
|
|
|
@@ -205,9 +947,7 @@ void main1(){;
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|
//# BOX
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|
a.x += sin(time*2)*100*3;
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|
a.y += cos(time*2)*100*3;
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|
|
- //b.y += 150+time*100;
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|
b = vec2(100,200);
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|
|
- //col = block(uv,col,a,b,col2);
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|
|
vec2 aa = vec2(0,0);
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|
|
aa.x = fix_block_pos.x -255*2;
|
|
|
aa.y = fix_block_pos.y -255*2;
|
|
@@ -218,9 +958,6 @@ void main1(){;
|
|
|
|
|
|
a.x += cos(time*2)*100*3;
|
|
|
a.y += sin(-1*time*2)*100*3;
|
|
|
- //b.y += 150+time*100;
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|
|
- //col = block(uv,col,a,b,col2);
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|
|
- //col = circle(uv,col,a,100,col3);
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|
|
aa.x = fix_circle_pos.x -255*2;
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|
|
aa.y = fix_circle_pos.y -255*2;
|
|
|
col = circle(uv,col,aa,100,col3);
|
|
@@ -229,14 +966,11 @@ void main1(){;
|
|
|
a.y += sin(-1*time*2+.1)*100*3;
|
|
|
col4 = vec4(1,0,1,0);
|
|
|
col4 = vec4(1,0,1,0);
|
|
|
- //col = circle(uv,col,a,100,col4);
|
|
|
- //col.r -= 0.1;
|
|
|
|
|
|
a.x = cos(time*2-.3)*100*4;
|
|
|
a.y = sin(-1*time*2-.3)*100*2;
|
|
|
a.y *=-1;
|
|
|
col4 = vec4(1,1,0,0);
|
|
|
- //col = circle(uv,col,a,100,col4);
|
|
|
|
|
|
//float dist = distance(uv , vec2(10,10));
|
|
|
//float circle = smoothstep((10-0.01),(10+0.01),1.0-dist );
|
|
@@ -249,7 +983,6 @@ void main1(){;
|
|
|
a = vec2(500,100);
|
|
|
//col = ring(col,uv,a, z, ang, speed, 180, 180)*4;
|
|
|
|
|
|
- z = 80; //count of star's
|
|
|
ang = 360;
|
|
|
speed = 50;
|
|
|
//col = ring(col,uv,a, z, ang, -speed, 280, 280/2)*2;
|
|
@@ -340,6 +1073,9 @@ class Screen(mglw.WindowConfig):
|
|
|
self.ANG_DIR = 1
|
|
|
self.time = 0
|
|
|
|
|
|
+ self.fix1_speed = 0
|
|
|
+ self.fix2_speed = 0
|
|
|
+
|
|
|
def set_uniform(self,u_name, u_value):
|
|
|
try:
|
|
|
self.prog[u_name] = u_value
|
|
@@ -379,16 +1115,38 @@ class Screen(mglw.WindowConfig):
|
|
|
bb=0
|
|
|
if x:
|
|
|
#a = 1+x[141-1]/255.*10
|
|
|
- r = x[141-1]/255
|
|
|
- g = x[142-1]/255
|
|
|
- b = x[143-1]/255
|
|
|
- aa = x[144-1] *4 #* a
|
|
|
- bb = x[145-1] *4 #* a
|
|
|
- self.time += (x[147-1]/255.-0.5) # *4 #* a
|
|
|
+ r = x[142-1]/255
|
|
|
+ g = x[143-1]/255
|
|
|
+ b = x[144-1]/255
|
|
|
+ aa = x[145-1] *4 #* a
|
|
|
+ bb = x[146-1] *4 #* a
|
|
|
+ self.time += (x[148-1]/255.-0.5)/10 # *4 #* a
|
|
|
+
|
|
|
self.set_uniform('time',self.time)
|
|
|
+
|
|
|
self.set_uniform('fix_block_pos',[aa,bb,0,0])
|
|
|
self.set_uniform('fix_circle_pos',[bb,aa,0,0])
|
|
|
- self.set_uniform('master_dim',x[146-1]/255.)
|
|
|
+
|
|
|
+ dmx=141-1
|
|
|
+ print(x[dmx],x[dmx+1],x[dmx+2])
|
|
|
+ self.set_uniform('master_dim',x[dmx]/255.)
|
|
|
+
|
|
|
+ dmx=161-1
|
|
|
+ print(x[dmx],x[dmx+1],x[dmx+2])
|
|
|
+ self.set_uniform('fix1_size',x[dmx]/255.)
|
|
|
+ self.fix1_speed += (x[dmx+1]/255.-0.5)/10
|
|
|
+ #self.fix1_speed += (x[201-1+2]/255.-0.5)/10
|
|
|
+ self.set_uniform('fix1_speed',self.fix1_speed)
|
|
|
+ self.set_uniform('fix1_width',x[dmx+2])
|
|
|
+
|
|
|
+ dmx=181-1
|
|
|
+ dmx=201-1
|
|
|
+ print(x[dmx],x[dmx+1],x[dmx+2])
|
|
|
+ self.set_uniform('fix2_size',x[dmx]/255.)
|
|
|
+ self.fix2_speed += (x[dmx+1]/255.-0.5)/10
|
|
|
+ self.set_uniform('fix2_speed',self.fix2_speed)
|
|
|
+ #self.set_uniform('fix2_width',x[dmx+2]/255)
|
|
|
+
|
|
|
x = time.time()/10%1
|
|
|
#self.set_uniform('col2',[r,g,b,1])
|
|
|
self.set_uniform('fix_bg',[r,g,b,1])
|