-
Notifications
You must be signed in to change notification settings - Fork 0
/
laggy_smile.glsl
278 lines (228 loc) · 7.63 KB
/
laggy_smile.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
// http://glslsandbox.com/e#40575.4
//
// Made by FiTH
//
// fithisback@gmail.com
// https://github.com/mtiapko/
#ifdef GL_ES
precision mediump float;
#endif
#extension GL_OES_standard_derivatives : enable
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
// uniform sampler2D backbuffer;
bool lag_time;
vec2 coord_r;
vec2 coord_g;
vec2 coord_b;
vec2 center = resolution / 2.0;
const float deg = 3.1415926 / 180.0;
const float background_color = 0.2;
const float head_size = 150.0;
const float mouth_size = 75.0;
const float eye_size = 40.0;
vec2 circle_color(vec2 pos, float r, float color, float current_color, vec2 current_coord) {
// result[0] - result
// result[1] - if lower than 0.0 - nothing was drawn, if greater than 0.0 - something was drawn
vec2 result = vec2(-1.0);
if (distance(pos, current_coord) < r + 3.0) {
float temp = smoothstep(r + 3.0, r, distance(pos, current_coord));
result[0] = temp * color + (1.0 - temp) * current_color;
result[1] = 1.0;
}
return result;
}
bool circle(vec2 pos, float r, vec3 color) {
bool result = false;
vec2 temp;
temp = circle_color(pos, r, color.r, gl_FragColor.r, coord_r);
if (temp[1] > 0.0) {
gl_FragColor.r = temp[0];
result = true;
}
temp = circle_color(pos, r, color.g, gl_FragColor.g, coord_g);
if (temp[1] > 0.0) {
gl_FragColor.g = temp[0];
result = true;
}
temp = circle_color(pos, r, color.b, gl_FragColor.b, coord_b);
if (temp[1] > 0.0) {
gl_FragColor.b = temp[0];
result = true;
}
return result;
}
vec2 dead_eye_color(vec2 pos, float size, float color, float current_color, vec2 current_coord) {
// result[0] - result
// result[1] - if lower than 0.0 - nothing was drawn, if greater than 0.0 - something was drawn
vec2 result = vec2(-1.0);
if (current_coord.y - pos.y >= tan(deg * 45.0) * (current_coord.x - pos.x) - size / 2.0
&& current_coord.y - pos.y <= tan(deg * 45.0) * (current_coord.x - pos.x) + size / 2.0
|| current_coord.y - pos.y >= tan(deg * -45.0) * (current_coord.x - pos.x) - size / 2.0
&& current_coord.y - pos.y <= tan(deg * -45.0) * (current_coord.x - pos.x) + size / 2.0) {
float temp = smoothstep(size + 3.0, size, distance(pos, current_coord));
if (temp > 0.0) {
result[0] = temp * color + (1.0 - temp) * current_color;
result[1] = 1.0;
}
}
return result;
}
bool dead_eye(vec2 pos, float size, vec3 color) {
bool result = false;
vec2 temp;
temp = dead_eye_color(pos, size, color.r, gl_FragColor.r, coord_r);
if (temp[1] > 0.0) {
gl_FragColor.r = temp[0];
result = true;
}
temp = dead_eye_color(pos, size, color.g, gl_FragColor.g, coord_g);
if (temp[1] > 0.0) {
gl_FragColor.g = temp[0];
result = true;
}
temp = dead_eye_color(pos, size, color.b, gl_FragColor.b, coord_b);
if (temp[1] > 0.0) {
gl_FragColor.b = temp[0];
result = true;
}
return result;
}
vec2 mouth_color(vec2 pos, float size, float color, float current_color, vec2 current_coord) {
// result[0] - result
// result[1] - if lower than 0.0 - nothing was drawn, if greater than 0.0 - something was drawn
vec2 result = vec2(-1.0);
if (distance(pos, current_coord) < size + 3.0 && distance(pos + vec2(0.0, size * 1.5), current_coord) > size * 2.0) {
float temp = min(
smoothstep(size + 3.0, size, distance(pos, current_coord)),
smoothstep(size * 2.0, size * 2.0 + 3.0, distance(pos + vec2(0.0, size * 1.5), current_coord))
);
result[0] = temp * color + (1.0 - temp) * current_color;
result[1] = 1.0;
}
return result;
}
bool mouth(vec2 pos, float size, vec3 color) {
bool result = false;
vec2 temp;
temp = mouth_color(pos, size, color.r, gl_FragColor.r, coord_r);
if (temp[1] > 0.0) {
gl_FragColor.r = temp[0];
result = true;
}
temp = mouth_color(pos, size, color.g, gl_FragColor.g, coord_g);
if (temp[1] > 0.0) {
gl_FragColor.g = temp[0];
result = true;
}
temp = mouth_color(pos, size, color.b, gl_FragColor.b, coord_b);
if (temp[1] > 0.0) {
gl_FragColor.b = temp[0];
result = true;
}
return result;
}
// x * x y * y
// ----- = ----- = 1 - ellipse
// a * a b * b
vec2 dead_mouth_color(vec2 pos, float size, float color, float current_color, vec2 current_coord) {
// result[0] - result
// result[1] - if lower than 0.0 - nothing was drawn, if greater than 0.0 - something was drawn
vec2 result = vec2(-1.0);
vec2 temp_coord = pos - current_coord; // distance from origin (dot (0; 0))
float temp = smoothstep(1.0, 0.9, (temp_coord.x * temp_coord.x) / (size * size) + (temp_coord.y * temp_coord.y) / (size * size * 0.25));
if (temp > 0.0) {
result[0] = temp * color + (1.0 - temp) * current_color;
result[1] = 1.0;
}
return result;
}
bool dead_mouth(vec2 pos, float size, vec3 color) {
bool result = false;
vec2 temp;
temp = dead_mouth_color(pos, size, color.r, gl_FragColor.r, coord_r);
if (temp[1] > 0.0) {
gl_FragColor.r = temp[0];
result = true;
}
temp = dead_mouth_color(pos, size, color.g, gl_FragColor.g, coord_g);
if (temp[1] > 0.0) {
gl_FragColor.g = temp[0];
result = true;
}
temp = dead_mouth_color(pos, size, color.b, gl_FragColor.b, coord_b);
if (temp[1] > 0.0) {
gl_FragColor.b = temp[0];
result = true;
}
return result;
}
void preprocess() {
if (lag_time) {
if (sin(time * 4.0) > 0.2) {
coord_r.x += 20.0;
coord_g.x += 20.0;
coord_b.x += 20.0;
}
if (sin(time * 8.0) > 0.2) {
if (gl_FragCoord.x < center.x && gl_FragCoord.y > center.y) {
coord_r.x += 20.0;
coord_g.x += 40.0;
coord_b.x += 30.0;
} else if (gl_FragCoord.x > center.x && gl_FragCoord.y < center.y) {
coord_r.x -= 40.0;
coord_g.x -= 20.0;
coord_b.x -= 20.0;
}
}
// turn upside down
if (sin(time * 2.0) > 0.5) {
coord_r.y = resolution.y - coord_r.y;
coord_g.y = resolution.y - coord_g.y;
coord_b.y = resolution.y - coord_b.y;
}
coord_r += 3.0;
coord_g.x += sin(gl_FragCoord.y * 4.0) * 2.0 + cos(time * 10.0) * 2.0;
if (sin(gl_FragCoord.x / 12.0) > 0.6)
coord_g.y += 5.0;
if (sin(gl_FragCoord.y / 10.0) > 0.0)
coord_r.x += 3.0;
coord_r.x += sin(gl_FragCoord.y / 12.0 + time * 12.0) * 2.0;
coord_g.x += cos(gl_FragCoord.y / 12.0 + time * 12.0) * 2.0;
coord_b.x += sin(gl_FragCoord.y / 12.0 + time * 12.0) * 2.0;
}
}
void postprocess() {
if (lag_time) {
if (sin(gl_FragCoord.x / 8.0) > 0.0)
gl_FragColor.b += 0.4;
if (sin(gl_FragCoord.x) > 0.2 && fract(cos(gl_FragCoord.y) * resolution.y) > 0.1 && sin(time * 8.0) > 0.3) {
gl_FragColor = vec4(gl_FragColor.rgb * 0.8 + 0.2, 1.0);
}
}
}
void main() {
bool detected = false;
coord_r = gl_FragCoord.xy; // thanks to this we can control the displacement of each color separately
coord_g = gl_FragCoord.xy; //
coord_b = gl_FragCoord.xy; //
gl_FragColor = vec4(vec3(background_color), 1.0);
lag_time = sin(time * 3.0) > 0.2 ? true : false;
// preprocess
preprocess();
// main image
detected = circle(center, head_size, vec3(1.0, 1.0, 0.0));
if (lag_time) {
detected = dead_eye(center + vec2(-head_size * 0.4, head_size * 0.4), eye_size, vec3(0.0)) || detected;
detected = dead_eye(center + vec2(head_size * 0.4, head_size * 0.4), eye_size, vec3(0.0)) || detected;
detected = dead_mouth(center + vec2(0.0, -head_size * 0.5), mouth_size, vec3(0.0)) || detected;
} else {
detected = circle(center + vec2(-head_size * 0.4, head_size * 0.4), eye_size, vec3(0.0)) || detected;
detected = circle(center + vec2(head_size * 0.4, head_size * 0.4), eye_size, vec3(0.0)) || detected;
detected = mouth(center, mouth_size * 1.5, vec3(0.0)) || detected;
}
// postprocess
if (detected)
postprocess();
}