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16_Zebre.fs
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// SaturdayShader Week 16 : Zebre
// by Joseph Fiola (http://www.joefiola.com)
// 2015-12-05
// Based on Patricio Gonzalez Vivo's "Wood Texture" example on http://patriciogonzalezvivo.com/2015/thebookofshaders/edit.html#11/wood.frag @patriciogv ( patriciogonzalezvivo.com ) - 2015
/*{
"CREDIT": "Joseph Fiola",
"DESCRIPTION": "",
"CATEGORIES": [ "Generator","waves", "random" ],
"INPUTS": [
{
"NAME": "lineScale",
"TYPE": "float",
"DEFAULT": 0.5,
"MIN": 0.0005,
"MAX": 10.0
},
{
"NAME": "harmonic",
"TYPE": "float",
"DEFAULT": 1.0,
"MIN": 0.0,
"MAX": 200.0
},
{
"NAME": "lineOffsetSpeed",
"TYPE": "float",
"DEFAULT": 0.5,
"MIN": 0.0,
"MAX": 100.0
},
{
"NAME": "brightness",
"TYPE": "float",
"DEFAULT": 0.5,
"MIN": 0.1,
"MAX": 10.0
},
{
"NAME": "contrast",
"TYPE": "float",
"DEFAULT": 0.0,
"MIN": 0.0,
"MAX": 0.5
},
{
"NAME": "contrastShift",
"TYPE": "float",
"DEFAULT": 0.0,
"MIN": -0.5,
"MAX": 0.5
},
{
"NAME": "randomMultiply",
"TYPE": "float",
"DEFAULT": 43758.5453123,
"MIN": 0.0,
"MAX": 50000.0
},
{
"NAME": "randomAmt",
"TYPE": "point2D",
"DEFAULT": [
0.12,
0.78
],
"MIN": [
0.0,
0.0
],
"MAX": [
1.0,
1.0
]
},
{
"NAME": "origin",
"TYPE": "point2D",
"DEFAULT": [
0.5,
0.5
],
"MIN": [
0.0,
0.0
],
"MAX": [
1.0,
1.0
]
},
{
"NAME": "xyStretch",
"TYPE": "point2D",
"DEFAULT": [
5.0,
1.5
],
"MIN": [
0.0,
0.0
],
"MAX": [
1.0,
1.0
]
},
{
"NAME": "xyNoiseFactor",
"TYPE": "point2D",
"DEFAULT": [
0.3,
0.3
],
"MIN": [
0.0,
0.0
],
"MAX": [
1.0,
1.0
]
}
]
}*/
#ifdef GL_ES
precision mediump float;
#endif
float random (in vec2 st) {
return fract(sin(dot(st.xy,
vec2(randomAmt.x * 100.,randomAmt.y * 100.)))
* randomMultiply);
}
// Value noise by Inigo Quilez - iq/2013
// https://www.shadertoy.com/view/lsf3WH
float noise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f*f*(3.0-2.0*f);
return mix( mix( random( i + vec2(0.0,0.0) ),
random( i + vec2(1.0,0.0) ), u.x),
mix( random( i + vec2(0.0,1.0) ),
random( i + vec2(1.0,1.0) ), u.x), u.y);
}
mat2 rotate2d(float angle){
return mat2(cos(angle *xyNoiseFactor.x * 100.),-sin(angle),
sin(angle * xyNoiseFactor.y * 100.),cos(angle));
}
float lines(in vec2 pos, float b){
float scale = lineScale;
pos *= scale;
return smoothstep(0.0,
.5+b*.5,
abs((sin(pos.x*3.1415)+b*2.0))* brightness);
}
void main() {
vec2 st = gl_FragCoord.xy/RENDERSIZE.xy;
st -= vec2(origin);
st.y *= RENDERSIZE.y/RENDERSIZE.x;
vec2 pos = st.yx*vec2(xyStretch * 100.);
float pattern = pos.x;
// Add noise
pos = rotate2d( noise(pos) ) * pos * harmonic + (TIME * lineOffsetSpeed);
// Draw lines
pattern = lines(pos,0.5);
//adjust contrast
pattern += smoothstep(0.0+contrast+contrastShift,1.0-contrast+contrastShift, pattern);
gl_FragColor = vec4(vec3(pattern),1.0);
}