backbuffer

This commit is contained in:
2023-02-18 17:51:52 +01:00
parent 68e54df51b
commit b0d7efe523
2 changed files with 138 additions and 32 deletions
+5 -20
View File
@@ -23,18 +23,19 @@
</head>
<body>
<repa-shader fs-input="fsinput" alpha mouse snippets="noise.glsl" width=512 height=512>
<script type="x-shader/x-fragmen">
<script type="x-shader/x-fragment">
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec3 col = .5 + .5 * cos(uv.xyx + time + vec3(0, 2, 4));
float dist = distance(uv, mouse);
float circle = smoothstep(.1, .2, dist) * .5 + .5;
vec4 acolor = vec4(col * circle, circle);
float circle = smoothstep(.15, .2, dist);
vec4 acolor = vec4(col * (1. - circle), (1. - circle)) + circle * texture(backbuffer, uv - vec2(.01, .01)) * .9;
outColor = vec4(acolor);
}
</script>
<script type="x-shader/x-fragment">
<script type="x-shader/x-fragmen">
// https://twigl.app/?ol=true&ss=-NOAlYulOVLklxMdxBDx
void main() {
vec2 n,N,q,p=FC.xy/r.y;
float S=9.,a,j;
@@ -49,22 +50,6 @@ void main() {
}
o+=pow(max(o-o,(a+.5)*.1*vec4(6,1,2,0)+.003/length(N)),o-o+.45);
}
</script>
<script type="x-shader/x-fragmen">
precision highp float;
uniform vec2 resolution;
uniform vec2 mouse;
uniform float time;
out vec4 outColor;
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec3 col = .5 + .5 * cos(uv.xyx + time + vec3(0, 2, 4));
float dist = distance(uv, mouse);
float circle = smoothstep(.1, .2, dist) * .5 + .5;
vec4 acolor = vec4(col * circle, circle);
outColor = vec4(acolor);
}
</script>
</repa-shader>
<div>