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uix-kit

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A free web kits for fast web design and development, compatible with Bootstrap v5.

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{ "id": 3243, "name": "New Composed Shader", "fragment": "precision highp float;\nprecision highp int;\nuniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform float time;\nuniform vec3 New_Basic_Shader1554217331092_984_color;\nuniform vec3 lightPosition;\nuniform float speed;\nuniform float fadeAway;\nuniform vec3 Warp_Speed1554217618750_1202_color;\nuniform vec2 mouse;\nuniform vec2 resolution;\nuniform float uniformity;\nvarying vec3 New_Basic_Shader1554217331092_984_vPosition;\nvarying vec3 New_Basic_Shader1554217331092_984_vNormal;\nvarying vec2 New_Basic_Shader1554217331092_984_vUv;\nvarying vec2 New_Basic_Shader1554217331092_984_vUv2;\nvarying vec2 Warp_Speed1554217618750_1202_vUv;\nvec4 New_Basic_Shader1554217331092_984_main() \n {\n vec4 New_Basic_Shader1554217331092_984_gl_FragColor = vec4(0.0);\n vec3 worldPosition = (modelMatrix * vec4(New_Basic_Shader1554217331092_984_vPosition, 1.0)).xyz;\n vec3 worldNormal = normalize(vec3(modelMatrix * vec4(New_Basic_Shader1554217331092_984_vNormal, 0.0)));\n vec3 lightVector = normalize(lightPosition - worldPosition);\n float brightness = dot(worldNormal, lightVector);\n New_Basic_Shader1554217331092_984_gl_FragColor = vec4(New_Basic_Shader1554217331092_984_color * brightness, 1.0);\n return New_Basic_Shader1554217331092_984_gl_FragColor *= 0.0;\n }\nvec4 Warp_Speed1554217618750_1202_main(void) \n {\n vec4 Warp_Speed1554217618750_1202_gl_FragColor = vec4(0.0);\n float t = time * speed;\n vec2 position = (Warp_Speed1554217618750_1202_vUv.xy - resolution.xy * .5) / resolution.x;\n float angle = atan(position.y, position.x) / (2. * 3.14159265359);\n angle -= floor(angle);\n float rad = length(position);\n float angleFract = fract(angle * 256.);\n float angleRnd = floor(angle * 256.) + 1.;\n float angleRnd1 = fract(angleRnd * fract(angleRnd * .7235) * 45.1);\n float angleRnd2 = fract(angleRnd * fract(angleRnd * .82657) * 13.724);\n float t2 = t + angleRnd1 * uniformity;\n float radDist = sqrt(angleRnd2);\n float adist = radDist / rad * .1;\n float dist = (t2 * .1 + adist);\n dist = abs(fract(dist) - fadeAway);\n float outputColor = (1.0 / (dist)) * cos(0.7 * sin(t)) * adist / radDist / 30.0;\n angle = fract(angle + .61);\n Warp_Speed1554217618750_1202_gl_FragColor = vec4(outputColor * Warp_Speed1554217618750_1202_color, 1.0);\n return Warp_Speed1554217618750_1202_gl_FragColor *= 1.0;\n }\nvoid main() \n {\n gl_FragColor = (New_Basic_Shader1554217331092_984_main() + Warp_Speed1554217618750_1202_main()); }\n", "vertex": "precision highp float;\nprecision highp int;\nuniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform float time;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\nvarying vec3 New_Basic_Shader1554217331092_984_vPosition;\nvarying vec3 New_Basic_Shader1554217331092_984_vNormal;\nvarying vec2 New_Basic_Shader1554217331092_984_vUv;\nvarying vec2 New_Basic_Shader1554217331092_984_vUv2;\nvarying vec3 Warp_Speed1554217618750_1202_vPosition;\nvarying vec3 Warp_Speed1554217618750_1202_vNormal;\nvarying vec2 Warp_Speed1554217618750_1202_vUv;\nvarying vec2 Warp_Speed1554217618750_1202_vUv2;\nvec4 New_Basic_Shader1554217331092_984_main() \n {\n vec4 New_Basic_Shader1554217331092_984_gl_Position = vec4(0.0);\n New_Basic_Shader1554217331092_984_vNormal = normal;\n New_Basic_Shader1554217331092_984_vUv = uv;\n New_Basic_Shader1554217331092_984_vUv2 = uv2;\n New_Basic_Shader1554217331092_984_vPosition = position;\n New_Basic_Shader1554217331092_984_gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n return New_Basic_Shader1554217331092_984_gl_Position *= 0.0;\n }\nvec4 Warp_Speed1554217618750_1202_main() \n {\n vec4 Warp_Speed1554217618750_1202_gl_Position = vec4(0.0);\n Warp_Speed1554217618750_1202_vNormal = normal;\n Warp_Speed1554217618750_1202_vUv = uv;\n Warp_Speed1554217618750_1202_vUv2 = uv2;\n Warp_Speed1554217618750_1202_vPosition = position;\n Warp_Speed1554217618750_1202_gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n return Warp_Speed1554217618750_1202_gl_Position *= 1.0;\n }\nvoid main() \n {\n gl_Position = New_Basic_Shader1554217331092_984_main() + Warp_Speed1554217618750_1202_main(); }\n", "uniforms": { "cameraPosition": { "type": "v3", "glslType": "vec3" }, "time": { "type": "f", "glslType": "float" }, "lightPosition": { "value": { "x": "2", "y": 1.25, "z": 1.25 }, "type": "v3", "glslType": "vec3" }, "New_Basic_Shader1554217331092_984_color": { "value": { "r": 0.6823529411764706, "g": 0.8862745098039215, "b": 0.2235294117647059 }, "type": "c", "glslType": "vec3" }, "mouse": { "value": { "x": 0.5, "y": 0.5 }, "type": "v2", "glslType": "vec2" }, "fadeAway": { "value": "0.5", "type": "f", "glslType": "float" }, "uniformity": { "value": "10", "type": "f", "glslType": "float" }, "Warp_Speed1554217618750_1202_color": { "value": { "r": 0.8745098039215686, "g": 0.5725490196078431, "b": 0.058823529411764705 }, "type": "c", "glslType": "vec3" }, "speed": { "value": "2", "type": "f", "glslType": "float" }, "resolution": { "value": { "x": "1", "y": "1" }, "type": "v2", "glslType": "vec2" } } }