runnable fragment

Fragment

zero-x7444ff-shader-art material glsl runnable fragment MIT
code snippet
precision mediump float;
uniform sampler2D uTexture;
uniform float uTextureFrequency;
uniform float u_time;
uniform float uHslTimeFrequency;
uniform float uHslHue;
uniform float uHslHueOffset;
uniform float uHslHueFrequency; 
uniform float uHslLightness; 
uniform float uHslLightnessVariation; 
uniform float uHslLightnessFrequency; 
uniform float uTextureOffset; 

runnable fragment

Fragment

zero-x7444ff-shader-art generative glsl runnable fragment MIT
code snippet
precision mediump float;
uniform float u_time;
uniform float uRandomFloat;
uniform vec2 u_resolution;
varying vec2 v_texcoord;

#include "./helpers/utils.glsl";
const float DAY_LENGTH = 60.0;

// Background Colors
const vec3 MORNING_COLOR1 = vec3(1.0, 0.89, 0.79);
const vec3 MORNING_COLOR2 = vec3(1.0, 0.77, 0.59);
const vec3 MIDDAY_COLOR1 = vec3(0.64, 0.93, 1.0);
const vec3 MIDDAY_COLOR2 = vec3(0.3, 0.66, 1.0);
runnable fragment

Fragment

qc20-generative-shaders generative glsl runnable fragment MIT
code snippet
precision highp float;
#define O gl_FragColor
uniform float time;
uniform vec2 resolution;
#define FC gl_FragCoord.xy
#define R resolution
#define T time
#define MN min(R.x,R.y)
#define S smoothstep
#define SE(v,a) S(fwidth(a),-.35,v-a)
#define PI radians(180.)
#define lum(a) dot(a,vec3(.21,.71,.07))
#define hue(a)(.5+.5*sin(PI*(a)+vec3(1,2,3)))
vec3 watermark() {
runnable fragment

Fragment

zero-x7444ff-shader-art material glsl runnable fragment MIT
code snippet
precision mediump float;
varying vec2 v_texcoord;
uniform float u_time;
uniform float uAmplitude;
uniform float uScrollSpeed;

uniform sampler2D uDiffuse;

float inverseLerp(float v, float minVal, float maxVal) {
    return (v - minVal) / (maxVal - minVal);
}

float remap(float v, float inMin, float inMax, float outMin, float outMax) {
    float t = inverseLerp(v, inMin, inMax);
runnable fragment

SHKDynamicGrayNoise

shaderkit generative glsl runnable fragment MIT
code snippet
precision mediump float;
uniform float u_time;
varying vec2 v_tex_coord;
varying vec4 v_color_mix;
vec4 SKDefaultShading(){ return vec4(1.0); }
//
// Creates moving grayscale noise.
//
// This works using a simple (but brilliant!) and well-known trick: if you
// calculate the dot product of a texture coordinate with a vec2 containing
// two numbers that are unlikely to repeat, then calculate the sine of that
// and multiply it by a large number, you'll end up with what looks more or
// less like random numbers in the fraction digits – i.e., everything after
// the decimal place.
runnable fragment

SHKDynamicRainbowNoise

shaderkit material glsl runnable fragment MIT
code snippet
precision mediump float;
uniform float u_time;
varying vec2 v_tex_coord;
varying vec4 v_color_mix;
vec4 SKDefaultShading(){ return vec4(1.0); }
//
// Creates moving multi-colored noise.
//
// This works using a simple (but brilliant!) and well-known trick: if you
// calculate the dot product of a texture coordinate with a vec2 containing
// two numbers that are unlikely to repeat, then calculate the sine of that
// and multiply it by a large number, you'll end up with what looks more or
// less like random numbers in the fraction digits – i.e., everything after
// the decimal place.
runnable fragment

SHKStaticGrayNoise

shaderkit generative glsl runnable fragment MIT
code snippet
precision mediump float;
varying vec2 v_tex_coord;
varying vec4 v_color_mix;
vec4 SKDefaultShading(){ return vec4(1.0); }
//
// Creates fixed grayscale noise.
//
// This works using a simple (but brilliant!) and well-known trick: if you
// calculate the dot product of a texture coordinate with a vec2 containing
// two numbers that are unlikely to repeat, then calculate the sine of that
// and multiply it by a large number, you'll end up with what looks more or
// less like random numbers in the fraction digits – i.e., everything after
// the decimal place.
//
runnable fragment

SHKStaticRainbowNoise

shaderkit material glsl runnable fragment MIT
code snippet
precision mediump float;
varying vec2 v_tex_coord;
varying vec4 v_color_mix;
vec4 SKDefaultShading(){ return vec4(1.0); }
//
// Creates fixed multi-colored noise.
//
// This works using a simple (but brilliant!) and well-known trick: if you
// calculate the dot product of a texture coordinate with a vec2 containing
// two numbers that are unlikely to repeat, then calculate the sine of that
// and multiply it by a large number, you'll end up with what looks more or
// less like random numbers in the fraction digits – i.e., everything after
// the decimal place.
//
runnable fragment

SHKWater

shaderkit material glsl runnable fragment MIT
code snippet
precision mediump float;
uniform float u_time;
uniform sampler2D u_texture;
varying vec2 v_tex_coord;
varying vec4 v_color_mix;
//
// Warps a textured node to create a water rippling effect.
// NOTE: This must be applied to something that has a texture.
// Uniform: u_speed, how many fast to make the water ripple. Ranges from 0.5 to 10 work best; try starting with 3.
// Uniform: u_strength, how pronounced the rippling effect should be. Ranges from 1 to 5 work best; try starting with 3.
// Uniform: u_frequency, how often ripples should be created. Ranges from 5 to 25 work best; try starting with 10.
//
// This works by using a nearby pixel color rather than the original pixel color. Which neighbour is
// chosen depends on the algorithm: we pass the original coordinate, speed, and frequency