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Release of Version 1.0.3
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Arthur Tent
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Dec 21, 2024
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{ | ||
"author": "Quasimondo", | ||
"modifiedBy": "ArthurTent", | ||
"shaderName": "Call of the Siren ", | ||
"url": "https://www.shadertoy.com/view/7sSSDd", | ||
"license": "Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License", | ||
"licenseURL": "https://creativecommons.org/licenses/by-nc-sa/3.0/", | ||
"shaderSpeed": 0.8 | ||
} |
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// https://www.shadertoy.com/view/MfGBWm | ||
// Modified by ArthurTent | ||
// Created by vanshika | ||
// Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. | ||
// https://creativecommons.org/licenses/by-nc-sa/3.0/ | ||
// Modified source on shadertoy.com: https://www.shadertoy.com/view/4cVBDw | ||
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uniform float iAmplifiedTime; | ||
uniform float iTime; | ||
uniform sampler2D iAudioData; | ||
uniform vec2 iResolution; | ||
uniform vec2 iMouse; | ||
varying vec2 vUv; | ||
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#define EYES 80. | ||
#define FFT(a) pow(texelFetch(iAudioData, ivec2(a, 0), 0).x, 5.) | ||
float snd = 0.; | ||
const float PI = 3.1415926; | ||
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// MIT Licensed hash From Dave_Hoskins (https://www.shadertoy.com/view/4djSRW) | ||
vec3 hash33(vec3 p) | ||
{ | ||
p = fract(p * vec3(443.8975,397.2973, 491.1871)); | ||
p += dot(p.zxy, p.yxz+19.27); | ||
return fract(vec3(p.x * p.y, p.z*p.x, p.y*p.z)); | ||
} | ||
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vec3 stars(in vec3 p) | ||
{ | ||
vec3 c = vec3(0.); | ||
float res = iResolution.x*0.8; | ||
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for (float i=0.;i<4.;i++) | ||
{ | ||
vec3 q = fract(p*(.15*res))-0.5; | ||
//q*= snd/10.; | ||
vec3 id = floor(p*(.15*res)); | ||
vec2 rn = hash33(id).xy; | ||
float c2 = 1.-smoothstep(0.,.6,length(q)); | ||
c2 *= step(rn.x,.0005+i*i*0.001); | ||
c += c2*(mix(vec3(1.0,0.49,0.1),vec3(0.75,0.9,1.),rn.y)*0.25+0.75); | ||
p *= 1.4; | ||
} | ||
return c*c*.65; | ||
} | ||
void camera(vec2 fragCoord, out vec3 ro, out vec3 rd, out mat3 t) | ||
{ | ||
float a = 1.0/max(iResolution.x, iResolution.y); | ||
//rd = normalize(vec3((fragCoord - iResolution.xy*0.5)*a, 0.5)); | ||
rd = normalize(vec3(fragCoord, 1.0)); | ||
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ro = vec3(0.0, 0.0, -15.); | ||
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//float ff = min(1.0, step(0.001, iMouse.x) + step(0.001, iMouse.y)); | ||
float ff = min(1.0, step(0.001, iMouse.x) + step(0.001, iMouse.y))+sin(iTime/20.); | ||
vec2 m = PI*ff + vec2(((iMouse.xy + 0.1) / iResolution.xy) * (PI*2.0)); | ||
//m.y = -m.y; | ||
m.y = sin(m.y*0.5)*0.3 + 0.5; | ||
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//vec2 sm = sin(m)*sin(iTime), cm = cos(m)*(1.+sin(iTime)); | ||
vec2 sm = sin(m)*(1.+sin(iTime/10.)/2.), cm = cos(m); | ||
mat3 rotX = mat3(1.0, 0.0, 0.0, 0.0, cm.y, sm.y, 0.0, -sm.y, cm.y); | ||
mat3 rotY = mat3(cm.x, 0.0, -sm.x, 0.0, 1.0, 0.0, sm.x, 0.0, cm.x); | ||
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t = rotY * rotX; | ||
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ro = t * ro; | ||
rd = t * rd; | ||
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rd = normalize(rd); | ||
} | ||
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float Eye(vec2 p, vec2 offs, float s1, float s2, float size){ | ||
float c1 = smoothstep(s1, s1-.01, length(size*p)); | ||
float c2 = smoothstep(s2, s2-.01, length(size*p-offs)); | ||
c1 += .003/length(p); // for brightness | ||
c1/=(0.2+snd); | ||
return c1-c2; | ||
} | ||
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mat2 Rot(float a){ | ||
float c = cos(a), s = sin(a); | ||
return mat2(c, -s, s, c); | ||
} | ||
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) | ||
{ | ||
int max_freq = 100; | ||
for(int i=1; i < max_freq; i++){ | ||
snd +=FFT(i)*float(i); | ||
} | ||
snd /=float(max_freq*20); | ||
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vec2 uv = (fragCoord-.5*iResolution.xy)/iResolution.y; | ||
vec3 cam = normalize(vec3(1.5,uv)); | ||
vec2 cam_uv = (fragCoord-.5*iResolution.xy)/iResolution.y; | ||
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//camera + rd for stars | ||
vec3 ro = vec3(0.0);//rd = vec3( 0.0 ); | ||
vec3 rd = normalize(vec3(cam_uv,-1.5)); | ||
mat3 t3 = mat3(1.0); | ||
camera(uv, ro, rd, t3); | ||
vec3 bg = stars(rd)*(1.+30.*snd); | ||
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uv *= 5.5; | ||
uv *= Rot(3.1415/2.); | ||
//vec3 col = vec3(0); | ||
vec3 col = bg; | ||
float f = atan(uv.y, uv.x+2.3)/6.28318; | ||
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float a = smoothstep(.37, .36, length(uv))-smoothstep(.28, .27, length(uv-vec2(.1, -.05))); | ||
float fade = sin(uv.x+.5)*.5+.5; | ||
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for(float i=0.; i<1.; i+=1./EYES){ | ||
vec2 coord = uv-vec2(4.*i-2.2, i*sin(iAmplifiedTime*i)+i*cos(iAmplifiedTime*i)); | ||
float t = smoothstep(i, 0., abs(length(coord))); | ||
col += t*.15*vec3(.1, .4, .3); | ||
float eye = Eye(coord, vec2(-.3*sin(iAmplifiedTime),.3*cos(iAmplifiedTime)), .6, .45, 5./i)*FFT(i*2.); | ||
vec3 color = sin(.2*iAmplifiedTime*vec3(3., 5., 2.)*i)*.5+.5; | ||
color.z *= .3; | ||
col += eye * color; | ||
} | ||
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fragColor = vec4(col,1.0); | ||
} | ||
void main() { | ||
vec2 fragCoord = vUv * iResolution; | ||
mainImage(gl_FragColor, fragCoord); | ||
} | ||
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{ | ||
"author": "vanshika", | ||
"modifiedBy": "ArthurTent", | ||
"shaderName": "Christmas tree ::)", | ||
"url": "https://www.shadertoy.com/view/MfGBWm", | ||
"license": "Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License", | ||
"licenseURL": "https://creativecommons.org/licenses/by-nc-sa/3.0/", | ||
"shaderSpeed": 0.8 | ||
} |
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