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- import moderngl_window as mglw
- import moderngl
- #import moderngl.window
- import time
- #print(dir(moderngl))
- #export DISPLAY=:99.0
- #Xvfb :99 -screen 0 640x480x24 &
- #redirects screen output to invisibel framebuffer
- # python3 main.py --window glfw --fullscreen --samples 16 --cursor false --size 800x600
- vertex_shader = """
- #version 400
- in vec3 in_position;
- void main(){
- gl_Position = vec4(in_position, 1);
- }
- """
- fragment_shaderX = """
- #version 400
- precision highp float;
- uniform float time = 0;
- uniform vec2 mouse = vec2(0,0);
- uniform vec2 resolution;
- out vec4 fragColor;
- float random(float seed)
- {
- return fract(sin(seed)*1e4);
- }
- float row(float x, float y, float row_idx)
- {
- float rand_factor = 0.25+random(row_idx)*0.75;
- return step(0.2, y) * step(y, 0.8) * step(0.5, random(floor(x*rand_factor*2. + 15.*time*random(rand_factor))));
- }
- void main()
- {
- vec2 uv = gl_FragCoord.xy / resolution.y;
- uv.x *= 10.0;
- uv.y *= 35.0;
-
- float c = row(uv.x, fract(uv.y), floor(uv.y));
-
- fragColor = vec4(c);
- }
- """
- #matrix like
- fragment_shaderX = """
- #version 400
- #extension GL_OES_standard_derivatives : enable
- precision highp float;
- out vec4 fragColor;
- uniform float time;
- uniform vec2 mouse;
- uniform vec2 resolution;
- float random(float seed)
- {
- return fract(sin(seed)*40002 );//*200e2);
- }
- float row(float x, float y, float row_idx)
- {
- float rand_factor1 = 0.15+random(row_idx)*0.75;
- float rand_factor2 = 0.15+random(row_idx/2.1)*0.75;
- 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))));
- }
- void main()
- {
- vec2 uv = gl_FragCoord.yx / resolution.y;
- uv.x *= 20.5;
- uv.y *= 120.0;
-
- float c = row(uv.x, fract(uv.y), floor(uv.y));
-
- fragColor = vec4(c);
- }
- """
- # shadow bar
- fragment_shaderX = """
- #version 400
- //https://glslsandbox.com/e#97695.0
- #extension GL_OES_standard_derivatives : enable
- out vec4 fragColor;
- precision highp float;
- uniform float time;
- uniform vec2 mouse;
- uniform vec2 resolution;
- void main( void ) {
- vec2 pos = ( gl_FragCoord.xy / resolution.xy );
- 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;
- for(float i=0.0;i<10.0;i+=1.0){
- 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;
- 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;
- }
- color *= sin(3.14*pos.x);
- fragColor = vec4( vec3( color*2, color*2,color*2 ), 1.0 );
- }
- """
- #waves
- fragment_shaderX = """
- #version 400
- //#extension GL_OES_standard_derivatives : enable
- //https://glslsandbox.com/e#97629.0
- out vec4 fragColor;
- #ifdef GL_ES
- precision highp float;
- #endif
- //#extension GL_OES_standard_derivatives : enable
- uniform float time;
- uniform vec2 resolution;
- void main( void ) {
- vec2 uv = (gl_FragCoord.xy - resolution * 0.7) / max(resolution.x, resolution.y) * 3.0;
- uv *= 3.0;
- float e = 0.0;
- for (float i=3.0;i<=5.0;i+=1.0) {
- 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);
- fragColor = vec4( vec3(e/39.1, e/0.6, e/3.6), 9.0);
- }
- }
- """
- # sea
- fragment_shaderX = """
- #version 400
- //#extension GL_OES_standard_derivatives : enable
- out vec4 fragColor;
- precision highp float;
- uniform float time;
- uniform vec2 mouse;
- uniform vec2 resolution;
- float spike(float x) {
- x = mod(x, 2.0);
-
- if (x < 1.0)
- return x * x;
-
- x = 2.0 - x;
-
- return x * x;
- }
- float noise(float x, float amplitude) {
- float n = spike(x*3.0 + time) * 0.03 +
- sin(x*30.5 + time*26.5) * 0.005 +
- sin(time) * 0.1;
- return n * amplitude;
- }
- const vec3 sky_high = vec3(92, 176, 255) / 255.0;
- const vec3 sky_low = vec3(219, 238, 255) / 255.0;
- const vec3 water = vec3(62, 153, 180) / 255.0;
- float fog = 6.0;
- void main() {
- vec2 uv = (gl_FragCoord.xy / resolution.xy);
- float v = 0.0;
- float n0 = noise(uv.x * 3.18, 0.3);
- float n1 = noise(uv.x * 2.34, 0.4);
- float n2 = noise(uv.x * 2.14, 0.6);
- float n3 = noise(uv.x * 1.4, 0.8);
- float n4 = noise(uv.x * 1.23, 1.0);
-
- if (uv.y < 0.2 + n4) {
- v = 1.2;
- } else if (uv.y < 0.3 + n3) {
- v = 1.4;
- } else if (uv.y < 0.35 + n2) {
- v = 1.6;
- } else if (uv.y < 0.385 + n1) {
- v = 1.8;
- } else if (uv.y < 0.4 + n0) {
- v = 2.6;
- }
-
- vec3 color = mix(sky_low, sky_high, uv.y);
- if (v > 0.0) {
- vec3 water_color = water * v;
- //color = water_color;
- 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));
-
- }
-
- fragColor = vec4(color, 5.0);
- }
- """
- #flow
- fragment_shaderX = """
- #version 400
- out vec4 fragColor;
- //#extension GL_OES_standard_derivatives : enable
- //https://glslsandbox.com/e#97672.0
- precision highp float;
- uniform float time;
- const float ZOOM = 80.0;
- const float SPEED = 0.20;
- void main( void ) {
-
- vec2 pos = gl_FragCoord.xy / ZOOM;
- float dist;
- float dist1;
-
- for(int i = 0; i < 20; i++) {
- dist = distance(pos.x, pos.y);
- dist = 0.5;
- //dist = rand(vec2(0.1,0.4));
- //dist = hash(1);
- //dist = rand2(vec2(1,10));
- //dist = nois(0.456);
- //dist1 = hash(10);
-
- pos.x = pos.x + sin(time / SPEED) + cos(pos.y + sin(dist));
- pos.y = pos.y - cos(time / SPEED) + sin(pos.x - sin(dist));
- }
- fragColor = vec4( 0,0,sin(pos.x /10), 1.0);
- }
- """
- # dimming grid
- fragment_shaderX = """
- #version 400
- out vec4 fragColor;
- //#extension GL_OES_standard_derivatives : enable
- precision highp float;
- uniform float time;
- uniform vec2 mouse;
- uniform vec2 resolution;
- #define step 100.0
- #define width 2.0
- #define bigval 0.8
- #define smallval 0.4
- #define bgval 0.2
- float h21(vec2 p)
- {
- p = fract(p * vec2(123.34, 456.21));
- p += dot(p, p+45.32);
- return fract(p.x*p.y);
- }
- void main(void)
- {
- vec2 pos = gl_FragCoord.xy - mouse.xy * resolution.xy;
- vec2 lpos = mod(pos, step);
- vec2 id = floor(pos / step);
- float lbg = mod(h21(id), bgval);
- float val = (sin((lbg + 1.0) * time) * bgval + bgval) * 0.5;
- if (lpos.x < width)
- {
- if (abs(mod(id.x, 5.0)) < 0.5)
- val = bigval;
- else
- val = smallval;
- }
- if (val < bigval)
- {
- if (lpos.y < width)
- {
- if (abs(mod(id.y, 5.0)) < 0.5)
- val = bigval;
- else
- val = smallval;
- }
- }
- gl_FragColor = vec4(0,0,val, 1.0);
- }
- """
- fragment_shader = """
- #version 400
- out vec4 fragColor;
- // https://glslsandbox.com/e#97668.0
- #ifdef GL_ES
- precision highp float;
- #endif
- // ↙
- // ↙
- // ↙
- // http://66.media.tumblr.com/2a2f183dc4a6a040ff65355418b9403/tumblr_ncbj5rJvLI1tmxmpzo1_500.jpg
- vec2 uv;
- uniform float time;
- uniform vec2 resolution;
- const vec2 ch_size = vec2(1.0, 2.0) * 0.6; // character size (Y,X)
- const vec2 ch_space = ch_size + vec2(1.0, 1.0); // character distance Vector(X,Y)
- const vec2 ch_start = vec2 (ch_space.x * -1.75, 3.25); // start position
- vec2 ch_pos = vec2 (0.0, 0.0); // character position(X,Y)
- // vec3 ch_color = vec3 (1.5, 0.75, 0.5); // character color (R,G,B)
- //const vec3 bg_color = vec3 (0.2, 0.2, 0.2); // background color (R,G,B)
- #define REPEAT_SIGN false // True/False; True=Multiple, False=Single
- /* 16 segment display...Akin to LED Display.
- Segment bit positions:
- __2__ __14__
- |\ | /|
- | \ | / |
- 5 11 40 9 0
- | \ | / |
- | \|/ |
- _12__ __8__
- | |
- | /|\ |
- 4 / | \ 7
- | 13 1 15 |
- | / | \ |
- __3__|__6__
- 15 12 11 8 7 4 3 0
- | | | | | | | |
- 0000 0000 0000 0000
- 10101010101010101011
- example: letter A
- 12 8 7 4 3210
- | | | | ||||
- 0001 0001 1001 1111
- binary to hex -> 0x119F
- */
- #define n0 ddigit(0x22FF);
- #define n1 ddigit(0x0281);
- #define n2 ddigit(0x1177);
- #define n3 ddigit(0x11E7);
- #define n4 ddigit(0x5508);
- #define n5 ddigit(0x11EE);
- #define n6 ddigit(0x11FE);
- #define n7 ddigit(0x2206);
- #define n8 ddigit(0x11FF);
- #define n9 ddigit(0x11EF);
- #define A ddigit(0x119F);
- #define B ddigit(0x927E);
- #define C ddigit(0x007E);
- #define D ddigit(0x44E7);
- #define E ddigit(0x107E);
- #define F ddigit(0x101E);
- #define G ddigit(0x807E);
- #define H ddigit(0x1199);
- #define I ddigit(0x4466);
- #define J ddigit(0x4436);
- #define K ddigit(0x9218);
- #define L ddigit(0x0078);
- #define M ddigit(0x0A99);
- #define N ddigit(0x8899);
- #define O ddigit(0x00FF);
- #define P ddigit(0x111F);
- #define Q ddigit(0x80FF);
- #define R ddigit(0x911F);
- #define S ddigit(0x8866);
- #define T ddigit(0x4406);
- #define U ddigit(0x00F9);
- #define V ddigit(0x2218);
- #define W ddigit(0xA099);
- #define X ddigit(0xAA00);
- #define Y ddigit(0x4A00);
- #define Z ddigit(0x2266);
- #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 330
- uniform vec2 resolution;
- uniform float time;
- //out vec4 outColor;
- out vec4 fragColor;
- precision highp float;
- uniform sampler2D tex;
- void main()
- {
- vec2 uv = gl_FragCoord.xy/resolution;
- //float time = uTime * 0.4;
- // apply pixelate effect
- // vec2 uv_pixel = uv;
- vec2 uv_pixel = floor(uv * (resolution/4)) / (resolution/4);
- vec4 col1 = vec4(0.510, 0.776, 0.486, 1.0);
- vec4 col2 = vec4(0.200, 0.604, 0.318, 1.0);
- vec4 col3 = vec4(0.145, 0.490 ,0.278, 1.0);
- vec4 col4 = vec4(0.059, 0.255, 0.251, 1.0);
- // displacement on top of y
- vec3 displace = texture(tex, vec2(uv_pixel.x, (uv_pixel.y + time) * 0.05)).xyz;
- displace *= 0.5;
- displace.x -= 1.0;
- displace.y -= 1.0;
- displace.y *= 0.5;
- // color
- vec2 uv_tmp = uv_pixel;
- uv_tmp.y *= 0.2;
- uv_tmp.y += time;
- vec4 color = texture(tex, uv_tmp + displace.xy);
- // match to colors
- vec4 noise = floor(color * 10.0) / 5.0;
- vec4 dark = mix(col1, col2, uv.y);
- vec4 bright = mix(col3, col4, uv.y);
- color = mix(dark, bright, noise);
- // add gradients (top dark and transparent, bottom bright)
- float inv_uv = 1.0 - uv_pixel.y;
- color.xyz -= 0.45 * pow(uv_pixel.y, 8.0);
- color.a -= 0.2 * pow(uv_pixel.y, 8.0);
- color += pow(inv_uv, 8.0);
- // make waterfall transparent
- color.a -= 0.2;
- fragColor = vec4(color);
- }
- """
- 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_x = 1 ;
- uniform float fix1_speed_x = 0 ;
- uniform float fix1_width_x = 1 ;
- uniform float fix1_size_y = 1 ;
- uniform float fix1_speed_y = 0 ;
- uniform float fix1_width_y = 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);
- uniform vec2 resolution;
- uniform float time;
- float x_grid = 1;
- vec4 ring(vec4 col,vec2 uv,vec2 aa, int z,float ang, float speed,float scaleX, float scaleY){
- //z =1; //count of star's
- //ang = 270;
- float t = time;
- for( float i=0.0; i < z; i++){
- float a = 0;
- a = ang/z * i * (PI/180) ;
- //a += time*speed;
- a += time/100*speed;
- float dy = cos(a) ;
- float dx = sin(a) ;
- dy = dy * scaleY; // *.4; // scale y
- dx = dx * scaleX; //*.9; // scale x
- dy += aa.y;
- dx += aa.x;
- if( i== 0){
- //col = vec2(dx,dy);
- }else{
- col += .30 / length(uv+vec2(dx,dy) );
- }
- }
- col *= sin(vec4(0.4,0.8,0.9,1) * time) * .35 +0.25;
- fragColor = col ;//vec4(col, 1.0);
- return col;
- //return fragColor;
- }
- 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;
- float x1 = uv.x-a.x;
- float x2 = uv.x-a.x+b.x;
- if( uv.x > a.x-b.x/2 && uv.x < a.x+b.x/2 ){
-
- float y1 = uv.y-a.y;
- float y2 = uv.y-a.y+b.y;
- float r2 = 0;
- if( uv.y > a.y-b.y/2 && uv.y < a.y+b.y/2 ){
- col = col2;
- //col.r = 1 ; //time ;//vec4(0,time, 0,1);
- //col.g = 0.0 ;//time ;//vec4(0,time, 0,1);
- //col.b = 1.1 ;//time ;//vec4(0,time, 0,1);
- //col.a = 1.0;
- //col *= 0.2+(r1*r2) ;//(r1 * r2);
- //col[3] += time*10 ;//vec4(0,time, 0,1);
- if( r2< 1){
- r2 += 0.2;
- }
- }
- if( r1 < 1){
- r1 += 0.2;
- }
- }
- if( uv.y == a.y ){ //|| uv.x == a.x ){
- col.r = 1 ; //time ;//vec4(0,time, 0,1);
- col.g = 1 ;//time ;//vec4(0,time, 0,1);
- col.b = 0 ;//time ;//vec4(0,time, 0,1);
- col.a = 1.0;
- }
- 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 ){
- col.r = 0 ;//time ;//vec4(0,time, 0,1);
- col.g = 0.5 ;//time ;//vec4(0,time, 0,1);
- col.b = 0.9 ;//time ;//vec4(0,time, 0,1);
- col.a = 1.0;
- //col[3] += time*10 ;//vec4(0,time, 0,1);
- }
- }
- 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);
- col4 = vec4(0,0,0,1);
- col = circle(uv,col,a,tt-100,col4);
- tt = cos(time)*1000;
- col4 = vec4(1,0,0,1);
- col = circle(uv,col,a,tt-300,col4);
- col4 = vec4(0,0,0,1);
- col = circle(uv,col,a,tt-310,col4);
- return col;
- }
- 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;
- uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.0,d;
- 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);
- k=smoothstep(0.0,k,sin(f.x+f.y)*0.01);
- return k*w;
- }
- void main1(){;
- vec2 uv = gl_FragCoord.xy ; //vUV.st ;
- //vec2 uv = (gl_FragCoord.xy - resolution.xy/2) / resolution.y;
- uv -= resolution.xy/2;
- float r = 0.17;
- vec2 a = vec2(200,0);
- vec2 b = vec2(50,50);
-
- int z = 10;
- float ang = 360;
- float speed = .9;
- uv.x = uv.x * 2 -1;
- uv.y = uv.y * 2 -1;
- uv += vec2(0,1);
- uv.x += 1;
- vec4 col = vec4(0,0,0,1);
- vec4 col4 = vec4(0,1,0,1);
-
- col = fix_bg ; //col44;
-
- //float c=smoothstep(1.0,0.3,clamp(uv.y*0.3+0.8,0.0,0.75));
- //c += snow(uv,30,time);
- //col += vec4(vec3(c),0.5);
-
- if(0==1){
- float TIME = fix1_speed_x/20;
- //float c=smoothstep(1.0,0.3,clamp(uv.y*.3+.8,0.0,.75));
- float c=smoothstep(1.0,0.3,clamp(uv.y+.8,0.0,.75));
- c+=snow(uv,30.0,TIME)*.3;
- //c+=snow(uv,20.0,TIME)*.5;
- //c+=snow(uv,15.0,TIME)*.8;
- //c+=snow(uv,10.0,TIME);
- //c+=snow(uv,8.0,TIME);
- c+=snow(uv,6.0,TIME);
- //c+=snow(uv,5.0,TIME);
- vec3 finalColor=vec3(c);
- col = vec4(finalColor,1.0);
- }
- //# background animation
- float _fix1_width_x = fix1_width_x/10;
- if( fix1_width_x <= 1){
- _fix1_width_x = 1;
- }
- float _fix1_width_y = fix1_width_y/10;
- if( fix1_width_y <= 1){
- _fix1_width_y = 1;
- }
- float mysin1 = sin((uv.y+fix1_speed_y)/_fix1_width_y)*fix1_size_y;
- float mysin2 = sin((uv.x+fix1_speed_x)/_fix1_width_x)*fix1_size_x;
- float dir = -1;
- if( uv.x > (resolution.x/2) ){ //resolution.x/2 ){
- //col = vec4(0,0,0,0);
- //mysin1 = 0;
- float mysin1 = sin((uv.y+fix1_speed_y)/_fix1_width_y)-fix1_size_y;
- }
- mysin2 *= dir;
- //float mysin2 = clamp(uv.x/3.14/10+fix2_speed*4+sin(fix2_width/10))*fix2_size;
- //float mysin2 = smoothstep(uv.x/3.14/10+fix2_speed*4+sin(fix2_width/10))*fix2_size;
- //float mysin2 = fract(uv.x/3.14/10+fix2_speed*4+sin(fix2_width/10))*fix2_size;
- //float mysin2 = length(uv/3.14/10+fix2_speed*4+sin(fix2_width/10))*fix2_size;
- mysin1 += cos((uv.y+.1+fix3_speed)/fix3_width/2)*fix3_size ;//mysin1*-1; //a*4;
- //mysin2 *= 6;
- col -= vec4(mysin1*fix_bg.r ,mysin1*fix_bg.g ,mysin1*fix_bg.b , 1 ) ;
- col -= vec4(mysin2*fix_bg.r ,mysin2*fix_bg.g ,mysin2*fix_bg.b , 1 ) ;
-
- col = circle(uv,col,vec2(20,20),40,vec4(0,1,1,0));
- col = circle(uv,col,vec2(0,0),20,vec4(0,1,0,0));
- //vec4 circle(vec2 uv,vec4 col,vec2 a, float r, vec4 col2){
- vec2 grid_uv = vec2(uv.xy*0.5);
- float x = grid( grid_uv, 1/15.) ;
- //col.rgb -= vec3(x,x,x) ;//*x;
- a = vec2(0,0);
- col4 = vec4(1,0,0,1);
- a = vec2(600,0);
- col += 0.1 / length(uv+vec2(.6,.8) ); //sun
- //# BOX
- a.x += sin(time*2)*100*3;
- a.y += cos(time*2)*100*3;
- b = vec2(100,200);
- vec2 aa = vec2(0,0);
- aa.x = fix_block_pos.x -255*2;
- aa.y = fix_block_pos.y -255*2;
- col = block(uv,col,aa,b,col2);
- a = vec2(0,0);
- b = vec2(100,200);
-
- a.x += cos(time*2)*100*3;
- a.y += sin(-1*time*2)*100*3;
- aa.x = fix_circle_pos.x -255*2;
- aa.y = fix_circle_pos.y -255*2;
- col = circle(uv,col,aa,100,col3);
- a.x += cos(time*2+.1)*100*3;
- a.y += sin(-1*time*2+.1)*100*3;
- col4 = vec4(1,0,1,0);
- col4 = vec4(1,0,1,0);
- 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);
-
- //float dist = distance(uv , vec2(10,10));
- //float circle = smoothstep((10-0.01),(10+0.01),1.0-dist );
- //# Planet's
- a.x = -1000;
- z = 20; //count of star's
- ang = 360;
- speed = 50;
- a = vec2(500,100);
- //col = ring(col,uv,a, z, ang, speed, 180, 180)*4;
- ang = 360;
- speed = 50;
- //col = ring(col,uv,a, z, ang, -speed, 280, 280/2)*2;
-
- //col *= length(master_dim);
- //col *= 0.5;
- col *= master_dim;
- //# blue background
- fragColor = col ;//vec4(col,1);
- }
- void main2(){
- vec2 uv = gl_FragCoord.xy ; //vUV.st ;
- uv -= resolution.xy/2;
- vec4 col = vec4(0,0,0,1);
- if( uv.x > -100 && uv.x < 100 ){
- col.b = 1 ;//length(vec2(2.9,0.9) )/200;
- }
- fragColor = col ;//vec4(col,1);
- }
- void main(){
- main1();
- //main2();
- }
- """
- import memcache
- mc = memcache.Client(['127.0.0.1:11211'], debug=0)
- mc.set("some_key", "Some value")
- value = mc.get("some_key")
- mc.set("another_key", 3)
- mc.delete("another_key")
- import time
- import json
- data = {}
- start = time.time()
- delta = start
- def mc_loop():
- ch = 141
- send = 0
- #cmd="stats items"
- x=mc.get("index")#cmd)
- if x:
- #print(x)
- print()
- for k,v in x.items():
- #print(k,v)
- x=mc.get(k)
- print(k,v,ch,"=",x[ch-1])
- time.sleep(.13)
- import math
- class Screen(mglw.WindowConfig):
- window_size = 600, 300
- window_size = 900, 506
- window_size = 1024, 768
- #window_size = 1900, 1070
- #resource_dir = 'programms'
- def __init__(self,**args):
- super().__init__(**args)
- self.quad = mglw.geometry.quad_fs()
- print(dir(self.quad))
- # load shader's as string
- self.prog = self.ctx.program(vertex_shader=vertex_shader,
- fragment_shader=fragment_shader)
- # load shader's form file
- print(dir(self.prog))
- #self.prog = self.load_program(vertex_shader='vertex_shader.gls1',
- # #fragment_shader='fragment_shader.gls1')
- self.set_uniform('resolution',self.window_size)
- self.t = time.time()
- self.ANG = 0
- self.ANG_DIR = 1
- self.time = 0
- self.fix1_speed_x = 0
- self.fix1_speed_y = 0
- self.fix3_speed = 0
- def set_uniform(self,u_name, u_value):
- try:
- self.prog[u_name] = u_value
- except KeyError:
- print(f'uniform: {u_name} - not used in shader')
- def render(self,_time,frame_time):
- self.set_uniform('resolution',self.window_size)
- self.ctx.clear()
- _t = _time % 600 # max cycle time 10minutes
-
- #self.set_uniform('time',_t)
- if self.ANG_DIR:
- self.ANG += 0.01
- else:
- self.ANG -= 0.01
- if self.ANG <= -2:
- self.ANG_DIR = 1
- self.ANG = -2
- elif self.ANG >= 3.1415:
- #self.ANG_DIR = 0
- self.ANG = 0
- a = self.ANG
- #a = math.sin(a ) #math.radians(a) )
- x = mc.get("2.0.0.13:2")
- if not x:
- x = mc.get("10.10.10.13:2")
-
- if not x:
- x=[1]*512
- r = 1 #255
- g = 0
- b = 1 #255
- aa=0
- bb=0
- if x:
- #a = 1+x[141-1]/255.*10
- 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])
- 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])
- dmx=201-1
- print(dmx+1,x[dmx:dmx+8])
- self.set_uniform('fix1_size_x',x[dmx]/255.*6)
- self.set_uniform('fix1_size_y',x[dmx+1]/255.*6)
- self.fix1_speed_x += (x[dmx+2]/255.-0.5)*300
- self.fix1_speed_y += (x[dmx+3]/255.-0.5)*300
- self.set_uniform('fix1_speed_x',self.fix1_speed_x)
- self.set_uniform('fix1_speed_y',self.fix1_speed_y)
- self.set_uniform('fix1_width_x',x[dmx+4]*2)
- self.set_uniform('fix1_width_y',x[dmx+5]*2)
- dmx=121-1
- print(dmx+1,x[dmx:dmx+8])
- self.set_uniform('fix3_size',x[dmx]/255.*6)
- self.fix3_speed += (x[dmx+1]/255.-0.5)*300
- self.set_uniform('fix3_speed',self.fix3_speed)
- self.set_uniform('fix3_width',x[dmx+2]*2)
- x = time.time()/10%1
- #self.set_uniform('col2',[r,g,b,1])
- self.set_uniform('fix_bg',[r,g,b,1])
- self.set_uniform('col2',[1,x,0,1])
- self.quad.render(self.prog)
- if self.t+1 < time.time():
- print("_time",round(_time,2),"_t",round(_t,2),"self.ANG",round(self.ANG,2))
- self.t = time.time()
- if __name__ == "__main__":
- mglw.run_window_config(Screen)
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