runnable fragment

301's Fire Shader Remix GPT Modified.fs

misc-isf-shaders material glsl runnable fragment MIT
code snippet
uniform float Speed;
uniform float Direction;
uniform int Negative;
precision mediump float;
/*{
    "CATEGORIES": [
        "Automatically Converted",
        "Shadertoy"
    ],
    "CREDIT": "",
    "DESCRIPTION": "Automatically converted from https://www.shadertoy.com/view/MtcGD7 by CaliCoastReplay.  A big thank you to \tFabriceNeyret2  who told me how to achieve this more vivid look!  Positively conflagarative!  Try it in fire rain config!\n\nRemix 1 here:  https://www.shadertoy.com/view/llc3DM\nOriginal here:  \nhttps://www.shadertoy.com/view/XsXXRN",
    "IMPORTED": {
    },
    "INPUTS": [
runnable fragment

Analog Glitch 9.fs

misc-isf-shaders utility glsl runnable fragment MIT
code snippet
uniform sampler2D inputImage;
uniform float timeSpeed;
uniform float glitchIntensity;
uniform float colorSeparation;
uniform float verticalRollSpeed;
uniform int interlaced;
uniform float interlaceStrength;
uniform float interlaceWarpAmount;
uniform float warpCenter;
uniform float warpRange;
uniform int randomizeWarpPosition;
uniform float warpSeedSpeed;
uniform float interlaceSkewAmount;
uniform float skewBias;
runnable fragment

Disco Spinner.fs

misc-isf-shaders utility glsl runnable fragment MIT
code snippet
uniform sampler2D inputImage;
uniform float distance;
uniform float spinX;
uniform float spinY;
uniform float spinZ;
uniform float cropX;
uniform float cropY;
uniform float squeezeX;
uniform float squeezeY;
/*{
  "CREDIT": "ProjectileObjects",
  "DESCRIPTION": "4x Disco Spinner FX: Creates 4 copies of the input image, positioned at cardinal directions with cropping and aspect controls.",
  "ISFVSN": "2",
  "INPUTS": [
runnable fragment

Dubstep My Ass! MsXGR2.fs

misc-isf-shaders utility glsl runnable fragment MIT
code snippet
precision mediump float;
/*
{
    "CATEGORIES": [
        "Automatically Converted",
        "Shadertoy"
    ],
    "DESCRIPTION": "Automatically converted from https://www.shadertoy.com/view/MsXGR2 by rez.  A little effect I did for my latest demo entitled \"Glenz vector form Hell\" (http://pouet.net/prod.php?which=61209).\nI tried to implement a (very) simple version of my CRT emulation, I'm currently no very satisfied with the result here :3",
    "IMPORTED": {
    },
    "INPUTS": [
    ]
}
runnable fragment

Eyeball Simple.fs

misc-isf-shaders utility glsl runnable fragment MIT
code snippet
uniform vec2 pupilPosition;
uniform float irisSize;
uniform float pupilSize;
uniform vec4 eyeballColor;
uniform vec4 irisColor;
uniform vec4 pupilColor;
precision mediump float;
/*{
    "CATEGORIES": [
        "Effect", "Simple Eyeball by ProjectileObjects"
    ],
    "DESCRIPTION": "Generates an eyeball at the center of the frame with an adjustable pupil position and color controls.",
    "INPUTS": [
        {
runnable fragment

GridMove.fs

misc-isf-shaders pattern glsl runnable fragment MIT
code snippet
uniform float spectrum;
uniform float mat_scale;
uniform vec2 mat_offset;
uniform float mat_rotation;
uniform int mat_auto;
uniform float mat_mspeed;
uniform float mat_amplitude;
uniform float mat_audio_level;
uniform float mat_line_thickness;
uniform float mat_pattern_complexity;
uniform vec4 mat_mainColor;
uniform vec4 mat_bgColor;
uniform int mat_strobeActivated;
uniform float mat_speedStrobe;
runnable fragment

LaserCircle.fs

misc-isf-shaders utility glsl runnable fragment MIT
code snippet
uniform float circleSize;
uniform float thickness;
uniform vec2 position;
uniform float rotation;
precision mediump float;
/*{
    "DESCRIPTION": "Draws a circular line with a rainbow gradient, adjustable size, position, and rotation.",
    "CREDIT": "Cornelius // ProjectileObjects",
    "ISFVSN": "2.0",
    "CATEGORIES": [ "Generator" ],
    "INPUTS": [
        { "NAME": "circleSize", "TYPE": "float", "DEFAULT": 0.3, "MIN": 0.05, "MAX": 0.9 },
        { "NAME": "thickness", "TYPE": "float", "DEFAULT": 0.02, "MIN": 0.001, "MAX": 0.1 },
        { "NAME": "position", "TYPE": "point2D", "DEFAULT": [0.0, 0.0], "MIN": [-1.0, -1.0], "MAX": [1.0, 1.0] },
runnable fragment

LaserCircle v2.fs

misc-isf-shaders utility glsl runnable fragment MIT
code snippet
uniform float circleSize;
uniform float thickness;
uniform vec2 position;
uniform float rotation;
uniform float moveSpeed;
uniform float moveAmount;
uniform float rotationSpeed;
uniform vec4 color1;
uniform vec4 color2;
uniform vec4 color3;
uniform vec4 color4;
uniform vec4 color5;
uniform vec4 color6;
precision mediump float;
runnable fragment

LaserCircle v3.fs

misc-isf-shaders utility glsl runnable fragment MIT
code snippet
uniform float circleSize;
uniform float thickness;
uniform vec2 position;
uniform float rotation;
uniform float moveSpeed;
uniform float moveAmount;
uniform float rotationSpeed;
uniform int reverseRotation;
uniform vec4 color1;
uniform vec4 color2;
uniform vec4 color3;
uniform vec4 color4;
uniform vec4 color5;
uniform vec4 color6;
runnable fragment

LaserShader 01.fs

misc-isf-shaders utility glsl runnable fragment MIT
code snippet
uniform float spectrum;
uniform float mat_scale;
uniform vec2 mat_offset;
uniform float mat_rotation;
uniform int mat_auto;
uniform float mat_mspeed;
uniform float mat_amplitude;
uniform float mat_audio_level;
uniform float mat_line_thickness;
uniform float mat_path_complexity;
uniform vec4 mat_mainColor;
uniform vec4 mat_bgColor;
uniform int mat_strobeActivated;
uniform float mat_speedStrobe;
runnable fragment

LaserShader 02.fs

misc-isf-shaders utility glsl runnable fragment MIT
code snippet
uniform float amplitude;
uniform float wavelength;
uniform float randomSeed;
uniform vec2 position;
uniform float rotation;
uniform float moveSpeed;
uniform int reverseWave;
uniform float moveAmount;
uniform float rotationSpeed;
uniform int reverseRotation;
uniform vec4 color1;
uniform vec4 color2;
uniform vec4 color3;
uniform vec4 color4;
runnable fragment

Old Film.fs

misc-isf-shaders utility glsl runnable fragment MIT
code snippet
uniform sampler2D inputImage;
uniform vec4 shadowColor;
uniform vec4 highlightColor;
uniform float gamma;
uniform float flickerAmount;
uniform float flickerRate;
uniform float randomness;
uniform int enableScratches;
uniform float scratchNumber;
uniform float scratchSpeed;
uniform float scratchBrightness;
uniform float scratchThickness;
uniform float scratchFlickerRate;
uniform float scratchWiggle;
runnable fragment

PerlinNoiseShader.fs

misc-isf-shaders generative glsl runnable fragment MIT
code snippet
uniform float scale;
uniform float speed;
uniform float size;
uniform float rotation;
uniform float movementX;
uniform float movementY;
uniform int randomMovement;
precision mediump float;
/*
{
    "DESCRIPTION": "Perlin Noise Shader with Image Distortion",
    "CREDIT": "Adapted from the book 'The Book of Shaders' by Patricio Gonzalez Vivo and Jen Lowe",
    "CATEGORIES": [
        "Generator"
runnable fragment

Simple EyeBalls.fs

misc-isf-shaders utility glsl runnable fragment MIT
code snippet
uniform vec2 pupilPosition;
uniform float irisSize;
uniform float pupilSize;
uniform float eyeSpacing;
uniform vec4 eyeballColor;
uniform vec4 irisColor;
uniform vec4 pupilColor;
precision mediump float;
/*{
    "CATEGORIES": [
        "Effect", "Eyeballs"
    ],
    "DESCRIPTION": "Two Eyeballs doing eyeball like things!? ProjectileObjects",
    "INPUTS": [
runnable fragment
code snippet
precision mediump float;
/*
{
    "CATEGORIES": [
        "Automatically Converted",
        "Shadertoy"
    ],
    "DESCRIPTION": "Automatically converted from https://www.shadertoy.com/view/wsjfRD by 42yeah.  Dissecting iq's clouds - https://www.shadertoy.com/view/XslGRr and here's what I get by far. No fancy lods or textures. There aren't even lighting! But I am kinda satisfied with this, and will post a lighted up one next morning :P",
    "IMPORTED": {
    },
    "INPUTS": [
    ]
}
runnable fragment

The Road To Hell Mds3Rn.fs

misc-isf-shaders utility glsl runnable fragment MIT
code snippet
precision mediump float;
/*
{
    "CATEGORIES": [
        "Automatically Converted",
        "Shadertoy"
    ],
    "DESCRIPTION": "Automatically converted from https://www.shadertoy.com/view/Mds3Rn by rez.  A pixel shader I did for Razor 1911's \"The Scene Is Dead\" 64k intro.\nIt's a pretty simple mix of boolean operations on various tubes and spheres but I'm pretty statisfied with the final result :D",
    "IMPORTED": {
    },
    "INPUTS": [
    ]
}
runnable fragment

VHS Chaos Master Github.fs

misc-isf-shaders utility glsl runnable fragment MIT
code snippet
uniform sampler2D inputImage;
uniform sampler2D barsTexture;
uniform float barsamount;
uniform float distortion;
uniform float distortionScale;
uniform float resolution;
uniform float scanlinesAmount;
uniform int useAnimatedSync;
uniform float vsync;
uniform float hsync;
uniform float vsyncSpeed;
uniform float hsyncSpeed;
uniform float chromaticAberration;
uniform float flickerAmount;