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MOAR #glostr

https://rowdaboat.github.io/glostr/#npub1u3svk99639mcdfn43s2nawg4a2j4ejmgrq2n63l4t67wzqdmtnks2uxaql

```glsl

#version 300 es

precision mediump float;

// Original shader:

// Cyber Fuji by kaiware007

// www.shadertoy.com/view/Wt33Wf

uniform vec2 u_resolution;

uniform float u_time;

out vec4 fragColor;

float sun(vec2 uv, float battery)

{

float val = smoothstep(0.3, 0.29, length(uv));

float bloom = smoothstep(0.7, 0.0, length(uv));

float cut = 3.0 * sin((uv.y + u_time * 0.2 * (battery + 0.02)) * 100.0)

+ clamp(uv.y * 14.0 + 1.0, -6.0, 6.0);

cut = clamp(cut, 0.0, 1.0);

return clamp(val * cut, 0.0, 1.0) + bloom * 0.6;

}

float grid(vec2 uv, float battery)

{

vec2 size = vec2(uv.y, uv.y * uv.y * 0.2) * 0.01;

uv += vec2(0.0, u_time * 4.0 * (battery + 0.05));

uv = abs(fract(uv) - 0.5);

vec2 lines = smoothstep(size, vec2(0.0), uv);

lines += smoothstep(size * 5.0, vec2(0.0), uv) * 0.4 * battery;

return clamp(lines.x + lines.y, 0.0, 3.0);

}

float dot2(in vec2 v ) { return dot(v,v); }

float sdTrapezoid( in vec2 p, in float r1, float r2, float he )

{

vec2 k1 = vec2(r2,he);

vec2 k2 = vec2(r2-r1,2.0*he);

p.x = abs(p.x);

vec2 ca = vec2(p.x-min(p.x,(p.y<0.0)?r1:r2), abs(p.y)-he);

vec2 cb = p - k1 + k2*clamp( dot(k1-p,k2)/dot2(k2), 0.0, 1.0 );

float s = (cb.x<0.0 && ca.y<0.0) ? -1.0 : 1.0;

return s*sqrt( min(dot2(ca),dot2(cb)) );

}

float sdLine( in vec2 p, in vec2 a, in vec2 b )

{

vec2 pa = p-a, ba = b-a;

float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );

return length( pa - ba*h );

}

float sdBox( in vec2 p, in vec2 b )

{

vec2 d = abs(p)-b;

return length(max(d,vec2(0))) + min(max(d.x,d.y),0.0);

}

float opSmoothUnion(float d1, float d2, float k){

float h = clamp(0.5 + 0.5 * (d2 - d1) /k,0.0,1.0);

return mix(d2, d1 , h) - k * h * ( 1.0 - h);

}

float sdCloud(in vec2 p, in vec2 a1, in vec2 b1, in vec2 a2, in vec2 b2, float w)

{

//float lineVal1 = smoothstep(w - 0.0001, w, sdLine(p, a1, b1));

float lineVal1 = sdLine(p, a1, b1);

float lineVal2 = sdLine(p, a2, b2);

vec2 ww = vec2(w*1.5, 0.0);

vec2 left = max(a1 + ww, a2 + ww);

vec2 right = min(b1 - ww, b2 - ww);

vec2 boxCenter = (left + right) * 0.5;

//float boxW = right.x - left.x;

float boxH = abs(a2.y - a1.y) * 0.5;

//float boxVal = sdBox(p - boxCenter, vec2(boxW, boxH)) + w;

float boxVal = sdBox(p - boxCenter, vec2(0.04, boxH)) + w;

float uniVal1 = opSmoothUnion(lineVal1, boxVal, 0.05);

float uniVal2 = opSmoothUnion(lineVal2, boxVal, 0.05);

return min(uniVal1, uniVal2);

}

void main()

{

vec2 uv = (2.0 * gl_FragCoord.xy - u_resolution.xy)/u_resolution.y;

float battery = 1.0;

//if (iMouse.x > 1.0 && iMouse.y > 1.0) battery = iMouse.y / u_resolution.y;

//else battery = 0.8;

//if (abs(uv.x) < (9.0 / 16.0))

{

// Grid

float fog = smoothstep(0.1, -0.02, abs(uv.y + 0.2));

vec3 col = vec3(0.0, 0.1, 0.2);

if (uv.y < -0.2)

{

uv.y = 3.0 / (abs(uv.y + 0.2) + 0.05);

uv.x *= uv.y * 1.0;

float gridVal = grid(uv, battery);

col = mix(col, vec3(1.0, 0.5, 1.0), gridVal);

}

else

{

float fujiD = min(uv.y * 4.5 - 0.5, 1.0);

uv.y -= battery * 1.1 - 0.51;

vec2 sunUV = uv;

vec2 fujiUV = uv;

// Sun

sunUV += vec2(0.75, 0.2);

//uv.y -= 1.1 - 0.51;

col = vec3(1.0, 0.2, 1.0);

float sunVal = sun(sunUV, battery);

col = mix(col, vec3(1.0, 0.4, 0.1), sunUV.y * 2.0 + 0.2);

col = mix(vec3(0.0, 0.0, 0.0), col, sunVal);

// fuji

float fujiVal = sdTrapezoid( uv + vec2(-0.75+sunUV.y * 0.0, 0.5), 1.75 + pow(uv.y * uv.y, 2.1), 0.2, 0.5);

float waveVal = uv.y + sin(uv.x * 20.0 + u_time * 2.0) * 0.05 + 0.2;

float wave_width = smoothstep(0.0,0.01,(waveVal));

// fuji color

col = mix( col, mix(vec3(0.0, 0.0, 0.25), vec3(1.0, 0.0, 0.5), fujiD), step(fujiVal, 0.0));

// fuji top snow

col = mix( col, vec3(1.0, 0.5, 1.0), wave_width * step(fujiVal, 0.0));

// fuji outline

col = mix( col, vec3(1.0, 0.5, 1.0), 1.0-smoothstep(0.0,0.01,abs(fujiVal)) );

//col = mix( col, vec3(1.0, 1.0, 1.0), 1.0-smoothstep(0.03,0.04,abs(fujiVal)) );

//col = vec3(1.0, 1.0, 1.0) *(1.0-smoothstep(0.03,0.04,abs(fujiVal)));

// horizon color

col += mix( col, mix(vec3(1.0, 0.12, 0.8), vec3(0.0, 0.0, 0.2), clamp(uv.y * 3.5 + 3.0, 0.0, 1.0)), step(0.0, fujiVal) );

// cloud

vec2 cloudUV = uv;

cloudUV.x = mod(cloudUV.x + u_time * 0.1, 4.0) - 2.0;

float cloudTime = u_time * 0.5;

float cloudY = -0.5;

float cloudVal1 = sdCloud(cloudUV,

vec2(0.1 + sin(cloudTime + 140.5)*0.1,cloudY),

vec2(1.05 + cos(cloudTime * 0.9 - 36.56) * 0.1, cloudY),

vec2(0.2 + cos(cloudTime * 0.867 + 387.165) * 0.1,0.25+cloudY),

vec2(0.5 + cos(cloudTime * 0.9675 - 15.162) * 0.09, 0.25+cloudY), 0.075);

cloudY = -0.6;

float cloudVal2 = sdCloud(cloudUV,

vec2(-0.9 + cos(cloudTime * 1.02 + 541.75) * 0.1,cloudY),

vec2(-0.5 + sin(cloudTime * 0.9 - 316.56) * 0.1, cloudY),

vec2(-1.5 + cos(cloudTime * 0.867 + 37.165) * 0.1,0.25+cloudY),

vec2(-0.6 + sin(cloudTime * 0.9675 + 665.162) * 0.09, 0.25+cloudY), 0.075);

float cloudVal = min(cloudVal1, cloudVal2);

//col = mix(col, vec3(1.0,1.0,0.0), smoothstep(0.0751, 0.075, cloudVal));

col = mix(col, vec3(0.0, 0.0, 0.2), 1.0 - smoothstep(0.075 - 0.0001, 0.075, cloudVal));

col += vec3(1.0, 1.0, 1.0)*(1.0 - smoothstep(0.0,0.01,abs(cloudVal - 0.075)));

}

col += fog * fog * fog;

col = mix(vec3(col.r, col.r, col.r) * 0.5, col, battery * 0.7);

fragColor = vec4(col,1.0);

}

//else fragColor = vec4(0.0);

}

```

Idk what kind of vector art you're doing but it's got me inspired to crack into OpenBSD and build shit. I'm a bit of a noob on that OS but I just feel inspired lately!!

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Discussion

It's GLSL, GPU shader code. Try the link!

Today I'm posting a long-form note explaining this weird stuff and what I intend to do.

Also OpenBSD is amazing.

Simple, efficient, reliable, philosophically correct.

If only I could run Docker with linux images efficiently it would be my main system.

Hell yeah! That's why I'm getting into it! I love well designed tech.