shader2_live.py 30 KB

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  1. import moderngl_window as mglw
  2. import moderngl
  3. #import moderngl.window
  4. import time
  5. #print(dir(moderngl))
  6. #export DISPLAY=:99.0
  7. #Xvfb :99 -screen 0 640x480x24 &
  8. #redirects screen output to invisibel framebuffer
  9. # python3 main.py --window glfw --fullscreen --samples 16 --cursor false --size 800x600
  10. vertex_shader = """
  11. #version 400
  12. in vec3 in_position;
  13. void main(){
  14. gl_Position = vec4(in_position, 1);
  15. }
  16. """
  17. fragment_shaderX = """
  18. #version 400
  19. precision highp float;
  20. uniform float time = 0;
  21. uniform vec2 mouse = vec2(0,0);
  22. uniform vec2 resolution;
  23. out vec4 fragColor;
  24. float random(float seed)
  25. {
  26. return fract(sin(seed)*1e4);
  27. }
  28. float row(float x, float y, float row_idx)
  29. {
  30. float rand_factor = 0.25+random(row_idx)*0.75;
  31. return step(0.2, y) * step(y, 0.8) * step(0.5, random(floor(x*rand_factor*2. + 15.*time*random(rand_factor))));
  32. }
  33. void main()
  34. {
  35. vec2 uv = gl_FragCoord.xy / resolution.y;
  36. uv.x *= 10.0;
  37. uv.y *= 35.0;
  38. float c = row(uv.x, fract(uv.y), floor(uv.y));
  39. fragColor = vec4(c);
  40. }
  41. """
  42. #matrix like
  43. fragment_shaderX = """
  44. #version 400
  45. #extension GL_OES_standard_derivatives : enable
  46. precision highp float;
  47. out vec4 fragColor;
  48. uniform float time;
  49. uniform vec2 mouse;
  50. uniform vec2 resolution;
  51. float random(float seed)
  52. {
  53. return fract(sin(seed)*40002 );//*200e2);
  54. }
  55. float row(float x, float y, float row_idx)
  56. {
  57. float rand_factor1 = 0.15+random(row_idx)*0.75;
  58. float rand_factor2 = 0.15+random(row_idx/2.1)*0.75;
  59. 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))));
  60. }
  61. void main()
  62. {
  63. vec2 uv = gl_FragCoord.yx / resolution.y;
  64. uv.x *= 20.5;
  65. uv.y *= 120.0;
  66. float c = row(uv.x, fract(uv.y), floor(uv.y));
  67. fragColor = vec4(c);
  68. }
  69. """
  70. # shadow bar
  71. fragment_shaderX = """
  72. #version 400
  73. //https://glslsandbox.com/e#97695.0
  74. #extension GL_OES_standard_derivatives : enable
  75. out vec4 fragColor;
  76. precision highp float;
  77. uniform float time;
  78. uniform vec2 mouse;
  79. uniform vec2 resolution;
  80. void main( void ) {
  81. vec2 pos = ( gl_FragCoord.xy / resolution.xy );
  82. 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;
  83. for(float i=0.0;i<10.0;i+=1.0){
  84. 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;
  85. 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;
  86. }
  87. color *= sin(3.14*pos.x);
  88. fragColor = vec4( vec3( color*2, color*2,color*2 ), 1.0 );
  89. }
  90. """
  91. #waves
  92. fragment_shaderX = """
  93. #version 400
  94. //#extension GL_OES_standard_derivatives : enable
  95. //https://glslsandbox.com/e#97629.0
  96. out vec4 fragColor;
  97. #ifdef GL_ES
  98. precision highp float;
  99. #endif
  100. //#extension GL_OES_standard_derivatives : enable
  101. uniform float time;
  102. uniform vec2 resolution;
  103. void main( void ) {
  104. vec2 uv = (gl_FragCoord.xy - resolution * 0.7) / max(resolution.x, resolution.y) * 3.0;
  105. uv *= 3.0;
  106. float e = 0.0;
  107. for (float i=3.0;i<=5.0;i+=1.0) {
  108. 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);
  109. fragColor = vec4( vec3(e/39.1, e/0.6, e/3.6), 9.0);
  110. }
  111. }
  112. """
  113. # sea
  114. fragment_shaderX = """
  115. #version 400
  116. //#extension GL_OES_standard_derivatives : enable
  117. out vec4 fragColor;
  118. precision highp float;
  119. uniform float time;
  120. uniform vec2 mouse;
  121. uniform vec2 resolution;
  122. float spike(float x) {
  123. x = mod(x, 2.0);
  124. if (x < 1.0)
  125. return x * x;
  126. x = 2.0 - x;
  127. return x * x;
  128. }
  129. float noise(float x, float amplitude) {
  130. float n = spike(x*3.0 + time) * 0.03 +
  131. sin(x*30.5 + time*26.5) * 0.005 +
  132. sin(time) * 0.1;
  133. return n * amplitude;
  134. }
  135. const vec3 sky_high = vec3(92, 176, 255) / 255.0;
  136. const vec3 sky_low = vec3(219, 238, 255) / 255.0;
  137. const vec3 water = vec3(62, 153, 180) / 255.0;
  138. float fog = 6.0;
  139. void main() {
  140. vec2 uv = (gl_FragCoord.xy / resolution.xy);
  141. float v = 0.0;
  142. float n0 = noise(uv.x * 3.18, 0.3);
  143. float n1 = noise(uv.x * 2.34, 0.4);
  144. float n2 = noise(uv.x * 2.14, 0.6);
  145. float n3 = noise(uv.x * 1.4, 0.8);
  146. float n4 = noise(uv.x * 1.23, 1.0);
  147. if (uv.y < 0.2 + n4) {
  148. v = 1.2;
  149. } else if (uv.y < 0.3 + n3) {
  150. v = 1.4;
  151. } else if (uv.y < 0.35 + n2) {
  152. v = 1.6;
  153. } else if (uv.y < 0.385 + n1) {
  154. v = 1.8;
  155. } else if (uv.y < 0.4 + n0) {
  156. v = 2.6;
  157. }
  158. vec3 color = mix(sky_low, sky_high, uv.y);
  159. if (v > 0.0) {
  160. vec3 water_color = water * v;
  161. //color = water_color;
  162. 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));
  163. }
  164. fragColor = vec4(color, 5.0);
  165. }
  166. """
  167. #flow
  168. fragment_shaderX = """
  169. #version 400
  170. out vec4 fragColor;
  171. //#extension GL_OES_standard_derivatives : enable
  172. //https://glslsandbox.com/e#97672.0
  173. precision highp float;
  174. uniform float time;
  175. const float ZOOM = 80.0;
  176. const float SPEED = 0.20;
  177. void main( void ) {
  178. vec2 pos = gl_FragCoord.xy / ZOOM;
  179. float dist;
  180. float dist1;
  181. for(int i = 0; i < 20; i++) {
  182. dist = distance(pos.x, pos.y);
  183. dist = 0.5;
  184. //dist = rand(vec2(0.1,0.4));
  185. //dist = hash(1);
  186. //dist = rand2(vec2(1,10));
  187. //dist = nois(0.456);
  188. //dist1 = hash(10);
  189. pos.x = pos.x + sin(time / SPEED) + cos(pos.y + sin(dist));
  190. pos.y = pos.y - cos(time / SPEED) + sin(pos.x - sin(dist));
  191. }
  192. fragColor = vec4( 0,0,sin(pos.x /10), 1.0);
  193. }
  194. """
  195. # dimming grid
  196. fragment_shaderX = """
  197. #version 400
  198. out vec4 fragColor;
  199. //#extension GL_OES_standard_derivatives : enable
  200. precision highp float;
  201. uniform float time;
  202. uniform vec2 mouse;
  203. uniform vec2 resolution;
  204. #define step 100.0
  205. #define width 2.0
  206. #define bigval 0.8
  207. #define smallval 0.4
  208. #define bgval 0.2
  209. float h21(vec2 p)
  210. {
  211. p = fract(p * vec2(123.34, 456.21));
  212. p += dot(p, p+45.32);
  213. return fract(p.x*p.y);
  214. }
  215. void main(void)
  216. {
  217. vec2 pos = gl_FragCoord.xy - mouse.xy * resolution.xy;
  218. vec2 lpos = mod(pos, step);
  219. vec2 id = floor(pos / step);
  220. float lbg = mod(h21(id), bgval);
  221. float val = (sin((lbg + 1.0) * time) * bgval + bgval) * 0.5;
  222. if (lpos.x < width)
  223. {
  224. if (abs(mod(id.x, 5.0)) < 0.5)
  225. val = bigval;
  226. else
  227. val = smallval;
  228. }
  229. if (val < bigval)
  230. {
  231. if (lpos.y < width)
  232. {
  233. if (abs(mod(id.y, 5.0)) < 0.5)
  234. val = bigval;
  235. else
  236. val = smallval;
  237. }
  238. }
  239. gl_FragColor = vec4(0,0,val, 1.0);
  240. }
  241. """
  242. fragment_shader = """
  243. #version 400
  244. out vec4 fragColor;
  245. // https://glslsandbox.com/e#97668.0
  246. #ifdef GL_ES
  247. precision highp float;
  248. #endif
  249. // ↙
  250. // ↙
  251. // ↙
  252. // http://66.media.tumblr.com/2a2f183dc4a6a040ff65355418b9403/tumblr_ncbj5rJvLI1tmxmpzo1_500.jpg
  253. vec2 uv;
  254. uniform float time;
  255. uniform vec2 resolution;
  256. const vec2 ch_size = vec2(1.0, 2.0) * 0.6; // character size (Y,X)
  257. const vec2 ch_space = ch_size + vec2(1.0, 1.0); // character distance Vector(X,Y)
  258. const vec2 ch_start = vec2 (ch_space.x * -1.75, 3.25); // start position
  259. vec2 ch_pos = vec2 (0.0, 0.0); // character position(X,Y)
  260. // vec3 ch_color = vec3 (1.5, 0.75, 0.5); // character color (R,G,B)
  261. //const vec3 bg_color = vec3 (0.2, 0.2, 0.2); // background color (R,G,B)
  262. #define REPEAT_SIGN false // True/False; True=Multiple, False=Single
  263. /* 16 segment display...Akin to LED Display.
  264. Segment bit positions:
  265. __2__ __14__
  266. |\ | /|
  267. | \ | / |
  268. 5 11 40 9 0
  269. | \ | / |
  270. | \|/ |
  271. _12__ __8__
  272. | |
  273. | /|\ |
  274. 4 / | \ 7
  275. | 13 1 15 |
  276. | / | \ |
  277. __3__|__6__
  278. 15 12 11 8 7 4 3 0
  279. | | | | | | | |
  280. 0000 0000 0000 0000
  281. 10101010101010101011
  282. example: letter A
  283. 12 8 7 4 3210
  284. | | | | ||||
  285. 0001 0001 1001 1111
  286. binary to hex -> 0x119F
  287. */
  288. #define n0 ddigit(0x22FF);
  289. #define n1 ddigit(0x0281);
  290. #define n2 ddigit(0x1177);
  291. #define n3 ddigit(0x11E7);
  292. #define n4 ddigit(0x5508);
  293. #define n5 ddigit(0x11EE);
  294. #define n6 ddigit(0x11FE);
  295. #define n7 ddigit(0x2206);
  296. #define n8 ddigit(0x11FF);
  297. #define n9 ddigit(0x11EF);
  298. #define A ddigit(0x119F);
  299. #define B ddigit(0x927E);
  300. #define C ddigit(0x007E);
  301. #define D ddigit(0x44E7);
  302. #define E ddigit(0x107E);
  303. #define F ddigit(0x101E);
  304. #define G ddigit(0x807E);
  305. #define H ddigit(0x1199);
  306. #define I ddigit(0x4466);
  307. #define J ddigit(0x4436);
  308. #define K ddigit(0x9218);
  309. #define L ddigit(0x0078);
  310. #define M ddigit(0x0A99);
  311. #define N ddigit(0x8899);
  312. #define O ddigit(0x00FF);
  313. #define P ddigit(0x111F);
  314. #define Q ddigit(0x80FF);
  315. #define R ddigit(0x911F);
  316. #define S ddigit(0x8866);
  317. #define T ddigit(0x4406);
  318. #define U ddigit(0x00F9);
  319. #define V ddigit(0x2218);
  320. #define W ddigit(0xA099);
  321. #define X ddigit(0xAA00);
  322. #define Y ddigit(0x4A00);
  323. #define Z ddigit(0x2266);
  324. #define _ ch_pos.x += ch_space.x;
  325. #define s_dot ddigit(0);
  326. #define s_minus ddigit(0x1100);
  327. #define s_plus ddigit(0x5500);
  328. #define s_greater ddigit(0x2800);
  329. #define s_less ddigit(0x8200);
  330. #define s_sqrt ddigit(0x0C02);
  331. #define nl1 ch_pos = ch_start; ch_pos.y -= 3.0;
  332. #define nl2 ch_pos = ch_start; ch_pos.y -= 6.0;
  333. #define nl3 ch_pos = ch_start; ch_pos.y -= 9.0;
  334. #define nl4 ch_pos = ch_start; ch_pos.y -= 12.0;
  335. float dseg(vec2 p0, vec2 p1)
  336. {
  337. vec2 dir = normalize(p1 - p0);
  338. vec2 cp = (uv - ch_pos - p0) * mat2(dir.x, dir.y,-dir.y, dir.x);
  339. return distance(cp, clamp(cp, vec2(0), vec2(distance(p0, p1), 0)));
  340. }
  341. bool bit(int n, int b)
  342. {
  343. return mod(floor(float(n) / exp2(floor(float(b)))), 2.0) != 0.0;
  344. }
  345. float d = 1e6;
  346. void ddigit(int n)
  347. {
  348. float v = 1e6;
  349. vec2 cp = uv - ch_pos;
  350. if (n == 0) v = min(v, dseg(vec2(-0.405, -1.000), vec2(-0.500, -1.000)));
  351. if (bit(n, 0)) v = min(v, dseg(vec2( 0.500, 0.063), vec2( 0.500, 0.937)));
  352. if (bit(n, 1)) v = min(v, dseg(vec2( 0.438, 1.000), vec2( 0.063, 1.000)));
  353. if (bit(n, 2)) v = min(v, dseg(vec2(-0.063, 1.000), vec2(-0.438, 1.000)));
  354. if (bit(n, 3)) v = min(v, dseg(vec2(-0.500, 0.937), vec2(-0.500, 0.062)));
  355. if (bit(n, 4)) v = min(v, dseg(vec2(-0.500, -0.063), vec2(-0.500, -0.938)));
  356. if (bit(n, 5)) v = min(v, dseg(vec2(-0.438, -1.000), vec2(-0.063, -1.000)));
  357. if (bit(n, 6)) v = min(v, dseg(vec2( 0.063, -1.000), vec2( 0.438, -1.000)));
  358. if (bit(n, 7)) v = min(v, dseg(vec2( 0.500, -0.938), vec2( 0.500, -0.063)));
  359. if (bit(n, 8)) v = min(v, dseg(vec2( 0.063, 0.000), vec2( 0.438, -0.000)));
  360. if (bit(n, 9)) v = min(v, dseg(vec2( 0.063, 0.063), vec2( 0.438, 0.938)));
  361. if (bit(n, 10)) v = min(v, dseg(vec2( 0.000, 0.063), vec2( 0.000, 0.937)));
  362. if (bit(n, 11)) v = min(v, dseg(vec2(-0.063, 0.063), vec2(-0.438, 0.938)));
  363. if (bit(n, 12)) v = min(v, dseg(vec2(-0.438, 0.000), vec2(-0.063, -0.000)));
  364. if (bit(n, 13)) v = min(v, dseg(vec2(-0.063, -0.063), vec2(-0.438, -0.938)));
  365. if (bit(n, 14)) v = min(v, dseg(vec2( 0.000, -0.938), vec2( 0.000, -0.063)));
  366. if (bit(n, 15)) v = min(v, dseg(vec2( 0.063, -0.063), vec2( 0.438, -0.938)));
  367. ch_pos.x += ch_space.x;
  368. d = min(d, v);
  369. }
  370. mat2 rotate(float a)
  371. {
  372. float c = cos(a);
  373. float s = sin(a);
  374. return mat2(c, s, -s, c);
  375. }
  376. vec3 hsv2rgb_smooth( in vec3 c )
  377. {
  378. 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 );
  379. rgb = rgb*rgb*(3.0-2.0*rgb); // cubic smoothing
  380. return c.z * mix( vec3(1.0), rgb, c.y);
  381. }
  382. void main( void )
  383. {
  384. vec2 aspect = resolution.xy / resolution.y;
  385. uv = ( gl_FragCoord.xy / resolution.y ) - aspect / 2.0;
  386. float _d = 1.0-length(uv);
  387. uv *= 18.0 ;
  388. uv -= vec2(-7., 1.);
  389. //uv *= rotate(time+uv.x*0.05);
  390. vec3 ch_color = hsv2rgb_smooth(vec3(time*0.4+uv.y*0.1,0.5,1.0));
  391. vec3 bg_color = vec3(_d*0.4, _d*0.2, _d*0.1);
  392. uv.x += 0.5+sin(time+uv.y*0.7)*0.5;
  393. ch_pos = ch_start;
  394. _ _ _ _ _ W O W _ nl1;
  395. _ _ _ _ S O M E nl2;
  396. _ _ _ _ T R O L L A G E nl3;
  397. vec3 color = mix(ch_color, bg_color, 1.0- (0.08 / d*2.0)); // shading
  398. fragColor = vec4(color, 1.0);
  399. }
  400. """
  401. fragment_shader = """
  402. #version 400
  403. //--- hatsuyuki ---
  404. // by Catzpaw 2016
  405. #ifdef GL_ES
  406. precision mediump float;
  407. #endif
  408. //#extension GL_OES_standard_derivatives : enable
  409. out vec4 fragColor;
  410. uniform float time;
  411. uniform vec2 mouse;
  412. uniform vec2 resolution;
  413. float snow(vec2 uv,float scale)
  414. {
  415. float time1 = time / 10;
  416. float w=smoothstep(1.,0.,-uv.y*(scale/10.));
  417. if(w<.1){
  418. return 0.;
  419. }
  420. uv+=time1/scale;
  421. uv.y+=time1*2./scale;
  422. uv.x+=sin(uv.y+time1*.5)/scale;
  423. //uv*=scale;
  424. vec2 s=floor(uv),f=fract(uv),p;
  425. float k=3.,d;
  426. p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;
  427. d=length(p);
  428. k=min(d,k);
  429. k=smoothstep(0.,k,sin(f.x+f.y)*0.01);
  430. return k*w;
  431. }
  432. void main(void){
  433. vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);
  434. vec3 finalColor=vec3(0);
  435. float c=smoothstep(1.,0.3,clamp(uv.y*.3+.8,0.,.75));
  436. //c+=snow(uv,30.)*.3;
  437. //c+=snow(uv,20.)*.5;
  438. //c+=snow(uv,15.)*.8;
  439. //c+=snow(uv,10.);
  440. //c+=snow(uv,8.);
  441. //c+=snow(uv,6.);
  442. c+=snow(uv,5.);
  443. finalColor=(vec3(c));
  444. fragColor = vec4(finalColor,1);
  445. }
  446. """
  447. fragment_shader = """
  448. #version 400
  449. //#extension GL_OES_standard_derivatives : enable
  450. precision highp float;
  451. uniform float time;
  452. uniform vec2 mouse;
  453. uniform vec2 resolution;
  454. float random(float seed)
  455. {
  456. return fract(sin(seed));//*200e2);
  457. }
  458. float row(float x, float y, float row_idx)
  459. {
  460. float time1 = time*2;
  461. float rand_factor = 0.35+random(row_idx)*.175;
  462. 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))));
  463. }
  464. void main()
  465. {
  466. vec2 uv = gl_FragCoord.xy / resolution.y;
  467. uv.x *= 20.5;
  468. uv.y *= 20.0;
  469. float c = row(uv.y, fract(uv.x), floor(uv.x));
  470. gl_FragColor = vec4(c);
  471. }
  472. """
  473. fragment_shader = """
  474. #version 400
  475. out vec4 fragColor;
  476. //uniform vec3 iResolution; // viewport resolution (in pixels)
  477. //uniform float iTime; // shader playback time (in seconds)
  478. //uniform float iTimeDelta; // render time (in seconds)
  479. //uniform float iFrameRate; // shader frame rate
  480. //uniform int iFrame; // shader playback frame
  481. //uniform float iChannelTime[4]; // channel playback time (in seconds)
  482. //uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)
  483. //uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click
  484. //uniform samplerXX iChannel0..3; // input channel. XX = 2D/Cube
  485. //uniform vec4 iDate; // (year, month, day, time in seconds)
  486. //uniform float iSampleRate; // sound sample rate (i.e., 44100)
  487. vec3 iResolution; // viewport resolution (in pixels)
  488. float iTime = 0; // shader playback time (in seconds)
  489. float iTimeDelta = 1; // render time (in seconds)
  490. float iFrameRate = 1; // shader frame rate
  491. int iFrame; // shader playback frame
  492. float iChannelTime[4]; // channel playback time (in seconds)
  493. vec3 iChannelResolution[4]; // channel resolution (in pixels)
  494. vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click
  495. samplerXX iChannel0..3; // input channel. XX = 2D/Cube
  496. vec4 iDate; // (year, month, day, time in seconds)
  497. float iSampleRate = 1.; // sound sample rate (i.e., 44100)
  498. //Based on https://thebookofshaders.com/edit.php#11/wood.frag
  499. float random (in vec2 st) {
  500. return fract(sin(dot(st.xy,
  501. vec2(12.9898,78.233)))
  502. * 43758.5453123);
  503. }
  504. // 2D Noise based on Morgan McGuire @morgan3d
  505. // https://www.shadertoy.com/view/4dS3Wd
  506. float noise (in vec2 st) {
  507. vec2 i = floor(st);
  508. vec2 f = fract(st);
  509. // Four corners in 2D of a tile
  510. float a = random(i);
  511. float b = random(i + vec2(1.0, 0.0));
  512. float c = random(i + vec2(0.0, 1.0));
  513. float d = random(i + vec2(1.0, 1.0));
  514. // Smooth Interpolation
  515. // Cubic Hermine Curve. Same as SmoothStep()
  516. vec2 u = f*f*(3.0-2.0*f);
  517. // u = smoothstep(0.,1.,f);
  518. // Mix 4 coorners percentages
  519. return mix(a, b, u.x) +
  520. (c - a)* u.y * (1.0 - u.x) +
  521. (d - b) * u.x * u.y;
  522. }
  523. mat2 rotate2d(float angle){
  524. return mat2(cos(angle),-sin(angle),
  525. sin(angle),cos(angle));
  526. }
  527. float lines(in vec2 pos, float b){
  528. float scale = 10.0;
  529. pos *= scale;
  530. return smoothstep(0.0,.5+b*.5,
  531. abs((sin(pos.x*1.)+b*2.0))*0.95);
  532. }
  533. void main( out vec4 fragColor, in vec2 fragCoord )
  534. {
  535. // Normalized pixel coordinates <-0.5, 0.5>
  536. vec2 uv = (fragCoord - .5 * iResolution.xy) / iResolution.y;
  537. uv -= 1.;
  538. vec4 mouse = iMouse / iResolution.x;
  539. vec2 pos = vec2(uv*5.0) + mouse.xy*100.;
  540. float n = noise(pos)+iTime/100.;
  541. pos = rotate2d(n)*pos;
  542. float pattern = lines(pos,0.5);
  543. // Output to screen
  544. fragColor = vec4(vec3(pattern), 1.0) * vec4(0.55, 1.5,1.0,1.0);
  545. }
  546. """
  547. fragment_shader = """
  548. #version 330
  549. uniform vec2 resolution;
  550. uniform float time;
  551. //out vec4 outColor;
  552. out vec4 fragColor;
  553. precision highp float;
  554. uniform sampler2D tex;
  555. void main()
  556. {
  557. vec2 uv = gl_FragCoord.xy/resolution;
  558. //float time = uTime * 0.4;
  559. // apply pixelate effect
  560. // vec2 uv_pixel = uv;
  561. vec2 uv_pixel = floor(uv * (resolution/4)) / (resolution/4);
  562. vec4 col1 = vec4(0.510, 0.776, 0.486, 1.0);
  563. vec4 col2 = vec4(0.200, 0.604, 0.318, 1.0);
  564. vec4 col3 = vec4(0.145, 0.490 ,0.278, 1.0);
  565. vec4 col4 = vec4(0.059, 0.255, 0.251, 1.0);
  566. // displacement on top of y
  567. vec3 displace = texture(tex, vec2(uv_pixel.x, (uv_pixel.y + time) * 0.05)).xyz;
  568. displace *= 0.5;
  569. displace.x -= 1.0;
  570. displace.y -= 1.0;
  571. displace.y *= 0.5;
  572. // color
  573. vec2 uv_tmp = uv_pixel;
  574. uv_tmp.y *= 0.2;
  575. uv_tmp.y += time;
  576. vec4 color = texture(tex, uv_tmp + displace.xy);
  577. // match to colors
  578. vec4 noise = floor(color * 10.0) / 5.0;
  579. vec4 dark = mix(col1, col2, uv.y);
  580. vec4 bright = mix(col3, col4, uv.y);
  581. color = mix(dark, bright, noise);
  582. // add gradients (top dark and transparent, bottom bright)
  583. float inv_uv = 1.0 - uv_pixel.y;
  584. color.xyz -= 0.45 * pow(uv_pixel.y, 8.0);
  585. color.a -= 0.2 * pow(uv_pixel.y, 8.0);
  586. color += pow(inv_uv, 8.0);
  587. // make waterfall transparent
  588. color.a -= 0.2;
  589. fragColor = vec4(color);
  590. }
  591. """
  592. fragment_shader= """
  593. #version 400
  594. #define PI 3.1415926538
  595. out vec4 fragColor;
  596. uniform vec4 col2 = vec4(1);
  597. uniform vec4 col3 = vec4(1,0,0,0);
  598. uniform vec4 fix_bg = vec4(0,1,0,0);
  599. uniform float fix1_size_x = 1 ;
  600. uniform float fix1_speed_x = 0 ;
  601. uniform float fix1_width_x = 1 ;
  602. uniform float fix1_size_y = 1 ;
  603. uniform float fix1_speed_y = 0 ;
  604. uniform float fix1_width_y = 0.1 ;
  605. uniform float fix3_size = 1 ;
  606. uniform float fix3_speed = 0 ;
  607. uniform float fix3_width = 0.1 ;
  608. uniform float master_dim = 1;
  609. uniform vec4 fix_block_pos = vec4(0,1,0,0);
  610. uniform vec4 fix_circle_pos = vec4(0,1,0,0);
  611. uniform vec2 resolution;
  612. uniform float time;
  613. float x_grid = 1;
  614. vec4 ring(vec4 col,vec2 uv,vec2 aa, int z,float ang, float speed,float scaleX, float scaleY){
  615. //z =1; //count of star's
  616. //ang = 270;
  617. float t = time;
  618. for( float i=0.0; i < z; i++){
  619. float a = 0;
  620. a = ang/z * i * (PI/180) ;
  621. //a += time*speed;
  622. a += time/100*speed;
  623. float dy = cos(a) ;
  624. float dx = sin(a) ;
  625. dy = dy * scaleY; // *.4; // scale y
  626. dx = dx * scaleX; //*.9; // scale x
  627. dy += aa.y;
  628. dx += aa.x;
  629. if( i== 0){
  630. //col = vec2(dx,dy);
  631. }else{
  632. col += .30 / length(uv+vec2(dx,dy) );
  633. }
  634. }
  635. col *= sin(vec4(0.4,0.8,0.9,1) * time) * .35 +0.25;
  636. fragColor = col ;//vec4(col, 1.0);
  637. return col;
  638. //return fragColor;
  639. }
  640. vec4 circle(vec2 uv,vec4 col,vec2 a, float r, vec4 col2){
  641. //float t = 1.0 - smoothstep(0.0, 10, abs(r-1));
  642. if( distance( uv-a, vec2(0.5,0.5)) < r/2.0){
  643. col = col2;
  644. }
  645. return col;
  646. }
  647. vec4 circleS(vec2 uv,vec4 col,vec2 a, float r, vec4 col2){
  648. float borderThickness = 2;
  649. float d = 1;
  650. vec3 color = vec3(1,1,0);
  651. vec3 baseColor = vec3(1,1,0);
  652. float t1 = 1.0 - smoothstep(r-borderThickness, r, d);
  653. float t2 = 1.0 - smoothstep(r, r+borderThickness, d);
  654. return vec4(mix(color.rgb, baseColor.rgb, t1), t2);
  655. }
  656. vec4 block(vec2 uv,vec4 col, vec2 a, vec2 b, vec4 col2){
  657. float r1 = 0;
  658. float boarder = 5;
  659. float x1 = uv.x-a.x;
  660. float x2 = uv.x-a.x+b.x;
  661. if( uv.x > a.x-b.x/2 && uv.x < a.x+b.x/2 ){
  662. float y1 = uv.y-a.y;
  663. float y2 = uv.y-a.y+b.y;
  664. float r2 = 0;
  665. if( uv.y > a.y-b.y/2 && uv.y < a.y+b.y/2 ){
  666. col = col2;
  667. //col.r = 1 ; //time ;//vec4(0,time, 0,1);
  668. //col.g = 0.0 ;//time ;//vec4(0,time, 0,1);
  669. //col.b = 1.1 ;//time ;//vec4(0,time, 0,1);
  670. //col.a = 1.0;
  671. //col *= 0.2+(r1*r2) ;//(r1 * r2);
  672. //col[3] += time*10 ;//vec4(0,time, 0,1);
  673. if( r2< 1){
  674. r2 += 0.2;
  675. }
  676. }
  677. if( r1 < 1){
  678. r1 += 0.2;
  679. }
  680. }
  681. if( uv.y == a.y ){ //|| uv.x == a.x ){
  682. col.r = 1 ; //time ;//vec4(0,time, 0,1);
  683. col.g = 1 ;//time ;//vec4(0,time, 0,1);
  684. col.b = 0 ;//time ;//vec4(0,time, 0,1);
  685. col.a = 1.0;
  686. }
  687. return col;
  688. }
  689. vec4 block1(vec2 uv,vec4 col, vec2 a, vec2 b){
  690. if( uv.x > a.x && uv.x < a.x+b.x ){
  691. if( uv.y > a.y && uv.y < a.y+b.y ){
  692. col.r = 0 ;//time ;//vec4(0,time, 0,1);
  693. col.g = 0.5 ;//time ;//vec4(0,time, 0,1);
  694. col.b = 0.9 ;//time ;//vec4(0,time, 0,1);
  695. col.a = 1.0;
  696. //col[3] += time*10 ;//vec4(0,time, 0,1);
  697. }
  698. }
  699. return col;
  700. }
  701. vec4 pulse(vec2 uv,vec4 col, vec2 a,vec4 col4){
  702. float tt = sin(time*10)*1000;
  703. col = circle(uv,col,a,tt,col4);
  704. col4 = vec4(0,0,0,1);
  705. col = circle(uv,col,a,tt-100,col4);
  706. tt = cos(time)*1000;
  707. col4 = vec4(1,0,0,1);
  708. col = circle(uv,col,a,tt-300,col4);
  709. col4 = vec4(0,0,0,1);
  710. col = circle(uv,col,a,tt-310,col4);
  711. return col;
  712. }
  713. float grid(vec2 st, float res){
  714. vec2 grid = fract(st*res);
  715. return (step(res,grid.x) * step(res,grid.y));
  716. }
  717. float random(float seed){
  718. return fract(sin(seed)*1e4);
  719. }
  720. uniform float direction;
  721. uniform float velocity = 1.0;
  722. uniform float intensity;
  723. //vec3 COLOR = vec3(1);
  724. //vec3 finalColor = vec3(1);
  725. float snow(vec2 uv, float scale, float time)
  726. {
  727. float w=smoothstep(1.0,0.0,-uv.y*(scale/10.0));if(w<.1)return 0.0;
  728. uv+=time/scale;uv.y+=time*2.0/scale;uv.x+=sin(uv.y+time*.5)/scale;
  729. uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.0,d;
  730. 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);
  731. k=smoothstep(0.0,k,sin(f.x+f.y)*0.01);
  732. return k*w;
  733. }
  734. void main1(){;
  735. vec2 uv = gl_FragCoord.xy ; //vUV.st ;
  736. //vec2 uv = (gl_FragCoord.xy - resolution.xy/2) / resolution.y;
  737. uv -= resolution.xy/2;
  738. float r = 0.17;
  739. vec2 a = vec2(200,0);
  740. vec2 b = vec2(50,50);
  741. int z = 10;
  742. float ang = 360;
  743. float speed = .9;
  744. uv.x = uv.x * 2 -1;
  745. uv.y = uv.y * 2 -1;
  746. uv += vec2(0,1);
  747. uv.x += 1;
  748. vec4 col = vec4(0,0,0,1);
  749. vec4 col4 = vec4(0,1,0,1);
  750. col = fix_bg ; //col44;
  751. //float c=smoothstep(1.0,0.3,clamp(uv.y*0.3+0.8,0.0,0.75));
  752. //c += snow(uv,30,time);
  753. //col += vec4(vec3(c),0.5);
  754. if(0==1){
  755. float TIME = fix1_speed_x/20;
  756. //float c=smoothstep(1.0,0.3,clamp(uv.y*.3+.8,0.0,.75));
  757. float c=smoothstep(1.0,0.3,clamp(uv.y+.8,0.0,.75));
  758. c+=snow(uv,30.0,TIME)*.3;
  759. //c+=snow(uv,20.0,TIME)*.5;
  760. //c+=snow(uv,15.0,TIME)*.8;
  761. //c+=snow(uv,10.0,TIME);
  762. //c+=snow(uv,8.0,TIME);
  763. c+=snow(uv,6.0,TIME);
  764. //c+=snow(uv,5.0,TIME);
  765. vec3 finalColor=vec3(c);
  766. col = vec4(finalColor,1.0);
  767. }
  768. //# background animation
  769. float _fix1_width_x = fix1_width_x/10;
  770. if( fix1_width_x <= 1){
  771. _fix1_width_x = 1;
  772. }
  773. float _fix1_width_y = fix1_width_y/10;
  774. if( fix1_width_y <= 1){
  775. _fix1_width_y = 1;
  776. }
  777. float mysin1 = sin((uv.y+fix1_speed_y)/_fix1_width_y)*fix1_size_y;
  778. float mysin2 = sin((uv.x+fix1_speed_x)/_fix1_width_x)*fix1_size_x;
  779. float dir = -1;
  780. if( uv.x > (resolution.x/2) ){ //resolution.x/2 ){
  781. //col = vec4(0,0,0,0);
  782. //mysin1 = 0;
  783. float mysin1 = sin((uv.y+fix1_speed_y)/_fix1_width_y)-fix1_size_y;
  784. }
  785. mysin2 *= dir;
  786. //float mysin2 = clamp(uv.x/3.14/10+fix2_speed*4+sin(fix2_width/10))*fix2_size;
  787. //float mysin2 = smoothstep(uv.x/3.14/10+fix2_speed*4+sin(fix2_width/10))*fix2_size;
  788. //float mysin2 = fract(uv.x/3.14/10+fix2_speed*4+sin(fix2_width/10))*fix2_size;
  789. //float mysin2 = length(uv/3.14/10+fix2_speed*4+sin(fix2_width/10))*fix2_size;
  790. mysin1 += cos((uv.y+.1+fix3_speed)/fix3_width/2)*fix3_size ;//mysin1*-1; //a*4;
  791. //mysin2 *= 6;
  792. col -= vec4(mysin1*fix_bg.r ,mysin1*fix_bg.g ,mysin1*fix_bg.b , 1 ) ;
  793. col -= vec4(mysin2*fix_bg.r ,mysin2*fix_bg.g ,mysin2*fix_bg.b , 1 ) ;
  794. col = circle(uv,col,vec2(20,20),40,vec4(0,1,1,0));
  795. col = circle(uv,col,vec2(0,0),20,vec4(0,1,0,0));
  796. //vec4 circle(vec2 uv,vec4 col,vec2 a, float r, vec4 col2){
  797. vec2 grid_uv = vec2(uv.xy*0.5);
  798. float x = grid( grid_uv, 1/15.) ;
  799. //col.rgb -= vec3(x,x,x) ;//*x;
  800. a = vec2(0,0);
  801. col4 = vec4(1,0,0,1);
  802. a = vec2(600,0);
  803. col += 0.1 / length(uv+vec2(.6,.8) ); //sun
  804. //# BOX
  805. a.x += sin(time*2)*100*3;
  806. a.y += cos(time*2)*100*3;
  807. b = vec2(100,200);
  808. vec2 aa = vec2(0,0);
  809. aa.x = fix_block_pos.x -255*2;
  810. aa.y = fix_block_pos.y -255*2;
  811. col = block(uv,col,aa,b,col2);
  812. a = vec2(0,0);
  813. b = vec2(100,200);
  814. a.x += cos(time*2)*100*3;
  815. a.y += sin(-1*time*2)*100*3;
  816. aa.x = fix_circle_pos.x -255*2;
  817. aa.y = fix_circle_pos.y -255*2;
  818. col = circle(uv,col,aa,100,col3);
  819. a.x += cos(time*2+.1)*100*3;
  820. a.y += sin(-1*time*2+.1)*100*3;
  821. col4 = vec4(1,0,1,0);
  822. col4 = vec4(1,0,1,0);
  823. a.x = cos(time*2-.3)*100*4;
  824. a.y = sin(-1*time*2-.3)*100*2;
  825. a.y *=-1;
  826. col4 = vec4(1,1,0,0);
  827. //float dist = distance(uv , vec2(10,10));
  828. //float circle = smoothstep((10-0.01),(10+0.01),1.0-dist );
  829. //# Planet's
  830. a.x = -1000;
  831. z = 20; //count of star's
  832. ang = 360;
  833. speed = 50;
  834. a = vec2(500,100);
  835. //col = ring(col,uv,a, z, ang, speed, 180, 180)*4;
  836. ang = 360;
  837. speed = 50;
  838. //col = ring(col,uv,a, z, ang, -speed, 280, 280/2)*2;
  839. //col *= length(master_dim);
  840. //col *= 0.5;
  841. col *= master_dim;
  842. //# blue background
  843. fragColor = col ;//vec4(col,1);
  844. }
  845. void main2(){
  846. vec2 uv = gl_FragCoord.xy ; //vUV.st ;
  847. uv -= resolution.xy/2;
  848. vec4 col = vec4(0,0,0,1);
  849. if( uv.x > -100 && uv.x < 100 ){
  850. col.b = 1 ;//length(vec2(2.9,0.9) )/200;
  851. }
  852. fragColor = col ;//vec4(col,1);
  853. }
  854. void main(){
  855. main1();
  856. //main2();
  857. }
  858. """
  859. import memcache
  860. mc = memcache.Client(['127.0.0.1:11211'], debug=0)
  861. mc.set("some_key", "Some value")
  862. value = mc.get("some_key")
  863. mc.set("another_key", 3)
  864. mc.delete("another_key")
  865. import time
  866. import json
  867. data = {}
  868. start = time.time()
  869. delta = start
  870. def mc_loop():
  871. ch = 141
  872. send = 0
  873. #cmd="stats items"
  874. x=mc.get("index")#cmd)
  875. if x:
  876. #print(x)
  877. print()
  878. for k,v in x.items():
  879. #print(k,v)
  880. x=mc.get(k)
  881. print(k,v,ch,"=",x[ch-1])
  882. time.sleep(.13)
  883. import math
  884. class Screen(mglw.WindowConfig):
  885. window_size = 600, 300
  886. window_size = 900, 506
  887. window_size = 1024, 768
  888. #window_size = 1900, 1070
  889. #resource_dir = 'programms'
  890. def __init__(self,**args):
  891. super().__init__(**args)
  892. self.quad = mglw.geometry.quad_fs()
  893. print(dir(self.quad))
  894. # load shader's as string
  895. self.prog = self.ctx.program(vertex_shader=vertex_shader,
  896. fragment_shader=fragment_shader)
  897. # load shader's form file
  898. print(dir(self.prog))
  899. #self.prog = self.load_program(vertex_shader='vertex_shader.gls1',
  900. # #fragment_shader='fragment_shader.gls1')
  901. self.set_uniform('resolution',self.window_size)
  902. self.t = time.time()
  903. self.ANG = 0
  904. self.ANG_DIR = 1
  905. self.time = 0
  906. self.fix1_speed_x = 0
  907. self.fix1_speed_y = 0
  908. self.fix3_speed = 0
  909. def set_uniform(self,u_name, u_value):
  910. try:
  911. self.prog[u_name] = u_value
  912. except KeyError:
  913. print(f'uniform: {u_name} - not used in shader')
  914. def render(self,_time,frame_time):
  915. self.set_uniform('resolution',self.window_size)
  916. self.ctx.clear()
  917. _t = _time % 600 # max cycle time 10minutes
  918. #self.set_uniform('time',_t)
  919. if self.ANG_DIR:
  920. self.ANG += 0.01
  921. else:
  922. self.ANG -= 0.01
  923. if self.ANG <= -2:
  924. self.ANG_DIR = 1
  925. self.ANG = -2
  926. elif self.ANG >= 3.1415:
  927. #self.ANG_DIR = 0
  928. self.ANG = 0
  929. a = self.ANG
  930. #a = math.sin(a ) #math.radians(a) )
  931. x = mc.get("2.0.0.13:2")
  932. if not x:
  933. x = mc.get("10.10.10.13:2")
  934. if not x:
  935. x=[1]*512
  936. r = 1 #255
  937. g = 0
  938. b = 1 #255
  939. aa=0
  940. bb=0
  941. if x:
  942. #a = 1+x[141-1]/255.*10
  943. r = x[142-1]/255
  944. g = x[143-1]/255
  945. b = x[144-1]/255
  946. aa = x[145-1] *4 #* a
  947. bb = x[146-1] *4 #* a
  948. self.time += (x[148-1]/255.-0.5)/10 # *4 #* a
  949. self.set_uniform('time',self.time)
  950. self.set_uniform('fix_block_pos',[aa,bb,0,0])
  951. self.set_uniform('fix_circle_pos',[bb,aa,0,0])
  952. dmx=141-1
  953. print(x[dmx],x[dmx+1],x[dmx+2])
  954. self.set_uniform('master_dim',x[dmx]/255.)
  955. dmx=161-1
  956. print(x[dmx],x[dmx+1],x[dmx+2])
  957. dmx=201-1
  958. print(dmx+1,x[dmx:dmx+8])
  959. self.set_uniform('fix1_size_x',x[dmx]/255.*6)
  960. self.set_uniform('fix1_size_y',x[dmx+1]/255.*6)
  961. self.fix1_speed_x += (x[dmx+2]/255.-0.5)*300
  962. self.fix1_speed_y += (x[dmx+3]/255.-0.5)*300
  963. self.set_uniform('fix1_speed_x',self.fix1_speed_x)
  964. self.set_uniform('fix1_speed_y',self.fix1_speed_y)
  965. self.set_uniform('fix1_width_x',x[dmx+4]*2)
  966. self.set_uniform('fix1_width_y',x[dmx+5]*2)
  967. dmx=121-1
  968. print(dmx+1,x[dmx:dmx+8])
  969. self.set_uniform('fix3_size',x[dmx]/255.*6)
  970. self.fix3_speed += (x[dmx+1]/255.-0.5)*300
  971. self.set_uniform('fix3_speed',self.fix3_speed)
  972. self.set_uniform('fix3_width',x[dmx+2]*2)
  973. x = time.time()/10%1
  974. #self.set_uniform('col2',[r,g,b,1])
  975. self.set_uniform('fix_bg',[r,g,b,1])
  976. self.set_uniform('col2',[1,x,0,1])
  977. self.quad.render(self.prog)
  978. if self.t+1 < time.time():
  979. print("_time",round(_time,2),"_t",round(_t,2),"self.ANG",round(self.ANG,2))
  980. self.t = time.time()
  981. if __name__ == "__main__":
  982. mglw.run_window_config(Screen)