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RGBA(` float sdOrientedBox( in vec2 p, in vec2 a, in vec2 b, float th ) { float l = length(b-a); vec2 d = (b-a)/l; vec2 q = (p-(a+b)*0.5); q = mat2(d.x,-d.y,d.y,d.x)*q; q = abs(q)-vec2(l,th)*0.5; return length(max(q,0.0)) + min(max(q.x,q.y),0.0); } float addLine (in vec2 uv, in vec2 p, in float angle, in float length) { return sdOrientedBox( uv, p, vec2(p.x + cos(angle) * length, p.y + sin(angle) * length), 0.01 ); } float addWave (in vec2 uv, in vec2 p, in float length) { float t = time * 0.1; return sdOrientedBox( vec2(uv.x, uv.y + sin((uv.x + t) * 30.) * 0.02), vec2(p.x - length * 0.5, p.y), vec2(p.x + length * 0.5, p.y), 0.01 ); } //https://iquilezles.org/articles/palettes/ vec3 palette( float t ) { vec3 a = vec3(0.5, 0.5, 0.5); vec3 b = vec3(0.5, 0.5, 0.5); vec3 c = vec3(1.0, 1.0, 1.0); vec3 d = vec3(0.263,0.416,0.557); return a + b*cos( 6.28318*(c*t+d) ); } void main() { vec2 uv = gl_FragCoord.xy / resolution.xy*2.-1.; uv.y *= resolution.y/resolution.x; float d = 1.; float PI = 3.14159; float t = time * 0.1; float y1 = sin((uv.x - 0.125 + t) * 30.) * 0.02 - 0.005; float y2 = sin((uv.x + 0.125 + t) * 30.) * 0.02 - 0.005; float angle = pow(clamp(sin(time) + 1., 0., 1.), 4.); uv=vec2( atan(uv.x, uv.y) + time * 0.1, (log(length(uv)) - atan(uv.x, uv.y) + time * 0.1) ); // uv = mod(uv, mix(0.2, 0.6, angle)) - 0.15; uv = mod(uv, vec2(0.3, PI * 0.1)) - 0.15; // left d = min(addLine(uv, vec2(-0.125, y1), mix(0., PI * 0.4, angle), 0.15), d); // right d = min(addLine(uv, vec2(0.125, y2), mix(PI, PI * 0.6, angle), 0.1), d); // wave d = min(addWave(uv, vec2(0.), mix(0.5, 0.2, angle)), d); d = smoothstep(0.0, mix(0.1, 0.001, angle), d); vec3 bgColor = palette(gl_FragCoord.y + gl_FragCoord.x + t) * 0.1; vec3 fgColor = palette(uv.y + uv.x * 0.001 + t); vec3 color = mix(fgColor, bgColor, d); gl_FragColor = vec4(color, 1.0); } `)