#glsl

#GLSL: Black Hole, Distortion, 🌀 Gravitational Lens (Shader): #define R iResolution.xy void mainImage(out vec4 c, in vec2 p) { vec2 u = p / R, m = iMouse.xy / R, o = m - u, l, i; o.x *= R.x / R.y; float d = length(o); c = mix(vec4(0), texture(iChannel0, u + o / d * .1 / (d * d)), step(.3, d)); } Try it INTERACTIVE: 👉 #gamedev #indiedev
Mirza Beig256,083 Aufrufe • vor 6 Monaten

float2 n,q,u=float2(i.uv-.5); float d = dot(u,u),s=9,t=_Time.y,o,j; for (float2x2 m=RM2D(5);j++<16;) { u = mul(m,u);n = mul(m,n); q = u*s+t*4+sin(t*4-d*6)*0.8+j+n; o += dot(cos(q)/s, float2(2,2)); n -= sin(q); s *= 1.2; } return o; #Unity3D #GLSL #VFXFriday
Mirza Beig627,208 Aufrufe • vor 3 Jahren

erm... moonlanding... ;-P #glsl #allcode #portal #voxelart
Florian Berger177,379 Aufrufe • vor 1 Jahr

Blackhole in 350 characters of #GLSL: vec2 p=(FC.xy*2.-r)/r.y/.7,d=vec2(-1,1),c=p*mat2(1,1,d/(.1+5./dot(5.*p-d,5.*p-d))),v=c;v*=mat2(cos(log(length(v))+t*.2+vec4(0,33,11,0)))*5.;for(float i;i++<9.;o+=sin(v.xyyx)+1.)v+=.7*sin(v.yx*i+t)/i+.5;o=1.-exp(-exp(c.x*vec4(.6,-.4,-1,0))/o/(.1+.1*pow(length(sin(v/.3)*.2+c*vec2(1,2))-1.,2.))/(1.+7.*exp(.3*c.y-dot(c,c)))/(.03+abs(length(p)-.7))*.2);
Xor82,879 Aufrufe • vor 1 Jahr


