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

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);