Week 3 Homework

screen-shot-2021-02-23-at-1-11-37-amscreen-shot-2021-02-23-at-1-12-03-amscreen-shot-2021-02-23-at-1-12-13-amscreen-shot-2021-02-23-at-1-11-16-am


// Author: Francisco
// Title: Assignment 2 - Part 1

#ifdef GL_ES
precision mediump float;
#endif

uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;

#define PI 3.1415926535

float random (vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}

float map (float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}

float drawRectangle(vec2 st, vec2 pos, vec2 size){

float result = 1.0;

vec2 border = (1.0-size)/2.;

st = st - pos + vec2(0.5);

result = step(border.x, st.x);
result *= step(border.x, 1.0-st.x);
result *= step(border.y, st.y);
result *= step(border.y, 1.0-st.y);

return result;
}

float drawCircle(vec2 st, vec2 pos, float size){

float result = distance(st, pos);

result = 1.0-step(size, result);
//result = smoothstep(0.7, 0.6, size);

return result;
}

void main() {

vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;

float r = random(vec2(0., 400.));

vec3 color = vec3(0.860,0.509,0.111);
color = vec3(-st.x*1., st.y*1., cos(sin(u_time)));

float c1 = drawCircle(st, vec2(r, 0.5), 0.3);
float c2 = drawCircle(st, vec2(0.75, r), 0.5);
float c3 = drawCircle(st, vec2(r, 0.75), 0.5);
float c4 = drawCircle(st, vec2(0.25, r), 0.5);
float c5 = drawCircle(st, vec2(r, 0.25), 0.5);
float c6 = drawCircle(st, vec2(0.5, r), 0.5);
float c7 = drawCircle(st, vec2(r, 0.5), 0.5);

float r1 = drawRectangle(st, vec2(0.5), vec2(0.21));
float r2 = drawRectangle(st, vec2(0.5), vec2(0.43));
float r3 = drawRectangle(st, vec2(0.5), vec2(0.6));
float r4 = drawRectangle(st, vec2(0.5), vec2(0.8));
float r5 = drawRectangle(st, vec2(0.5), vec2(1.0));

float d = distance(st, vec2(0.5,0.5))*1.489;
c6, c7 = d;
r1, r2, r3, r4, r5 = d;

c6 = sin(u_time*PI*r+d);
c7 = sin(u_time*PI*1.+d);
r1, r2, r3, r4, r5 = sin(u_time*PI*1.+d);

color = mix(color, vec3(random(vec2(3.)), random(vec2(0.8)), random(vec2(0.7))), c1 * random(vec2(0.09)));
color = mix(color, vec3(random(vec2(3.)), random(vec2(0.8)), random(vec2(0.7))), c2 * random(vec2(0.09)));
color = mix(color, vec3(random(vec2(3.)), random(vec2(0.)), random(vec2(0.7))), c3 * random(vec2(0.09)));
color = mix(color, vec3(3., 0.8, 0.7), c4 * 0.09);
color = mix(color, vec3(random(vec2(3.)), random(vec2(3.)), random(vec2(0.7))), c5 * random(vec2(0.03)));
color = mix(color, vec3(3., 1., 0.7), c6 * 0.5);
color = mix(color, vec3(random(vec2(3.)), random(vec2(0.8)), random(vec2(0.7))), c7 * random(vec2(0.4)));

color = mix(color, vec3(0., 0., 1.), r1 * 0.1);
color = mix(color, vec3(0., 0., 1.), r2 * 0.1);
color = mix(color, vec3(0., 0., 1.), r3 * 0.1);
color = mix(color, vec3(0., 0., 1.), r4 * 0.1);
color = mix(color, vec3(0., 0., 1.), r5 * 0.1);

gl_FragColor = vec4(color,0.9);
}

 

screen-shot-2021-02-23-at-12-32-42-amscreen-shot-2021-02-23-at-12-33-04-am


// Author: Francisco Samayoa
// Title: Assignment 3 - Part 2

#ifdef GL_ES
precision mediump float;
#endif

uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;

#define PI 3.14159265358979323846

// Simplex 2D noise

vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }

float snoise(vec2 v){
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}

vec2 createGrid( in vec2 st, in vec2 grid, out vec2 indices) {

st *= grid;

indices = floor(st);
st = fract(st);

return st;
}

vec2 rotate2D(vec2 _st, float _angle){
_st -= 0.5;
_st = mat2(cos(_angle),-sin(_angle),
sin(_angle),cos(_angle)) * _st;
_st += 0.5;
return _st;
}

float drawRectangle(vec2 st, vec2 pos, vec2 size) {
float result = 1.0;
vec2 border = (1.0 - size) / 2.0;

result = step(border.x, st.x);
result *= step(border.x, 1.0 - st.x);
result *= step(border.y, st.y);
result *= step(border.y, 1.0 -st.y);
return result;
}

float drawCircle(vec2 st, vec2 pos, float size) {
float result = distance(st, vec2(pos));
// blurry
result = 1.0 - smoothstep(size - 0.3, size + 0.676, result);
return result;
}

void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;

st.x += snoise(st + vec2(0, u_time * 0.1) * 1.2);

vec2 st0 = st;
vec2 indices;

st = createGrid( st, vec2(5.), indices);

float pct = smoothstep(0.9, 0.1, st.x);
float pct2 = smoothstep(0.1, 0.9, st.y);

float n = snoise(st) * 0.5 + 0.5;


n = snoise(vec2(st.x + u_time * 0.3, 0)) * 0.5 + 0.5;

vec3 color = vec3(0);

if( mod(indices.x, 2.) == 0.0 && mod(indices.y, 2.) == 0.){

// lower left cell

//color = vec3(0.955,0.750,0.002);
color.r = snoise(st * 2. + vec2(0., u_time)) * 0.5 + 0.5;

color = mix(color, vec3(0.933,1.000,0.493), pct/pct2);

} else if( mod(indices.x, 2.) == 1.0 && mod(indices.y, 2.) == 0.){

// lower right cell

st = rotate2D(st, PI * 0.25);

//color = vec3(0.975,0.525,0.355);
color.r = snoise(st * 2. + vec2(100., u_time * 0.2)) * 0.5 + 0.5;

color = mix( color, vec3(1., 0., 0), (1.-pct)/(-pct2));


} else if( mod(indices.x, 2.) == 0.0 && mod(indices.y, 2.) == 1.){

// upper left

//color = vec3(0.745,0.348,0.062);
color.r = snoise(st * 2. + vec2(200., u_time * 0.4)) * 0.5 + 0.5;

color = mix( color, vec3(0.737,1.000,0.648), (pct)/(1.-pct2));

} else {

// upper right

color = vec3(0.800,0.365,0.155);

color = mix( color, vec3(0.794,0.866,1.000), (1.-pct)/(1.-pct2));
}

gl_FragColor = vec4(color,1.0);
}

Leave a Reply