diff --git a/shaders/neon_pulsePS.glsl b/shaders/neon_pulsePS.glsl index d2f8264..7e3720e 100644 --- a/shaders/neon_pulsePS.glsl +++ b/shaders/neon_pulsePS.glsl @@ -32,31 +32,31 @@ float rand(vec2 co){ void main() { vec2 uv = (gl_FragCoord.xy * 2.0 - uResolution.xy) / uResolution.y; - + // wobble - uv.x *= mix(1.0, sin(uTime * 0.5), 0.05); - uv.y *= mix(1.0, sin(uTime * 0.4), 0.05); - + uv.x *= mix(1.0, sin(uTime * 0.5), 0.05); + uv.y *= mix(1.0, sin(uTime * 0.4), 0.05); + vec2 uv0 = uv; float dist = length(uv0); vec3 finalColor = vec3(0.0); - + // foreground flash for (float i = 0.0; i < 2.0; i++) { - uv = fract(uv * 0.4) - 0.5; - uv *= cos(uTime * 0.5); - - vec3 col = palette(dist + sin(uTime * 0.1)); - - float d = length(uv); - d = sin(d * 12.0 + uTime * 0.5) / 12.0; - d = abs(d); - - d = 0.02 / d; - d = pow(d, 1.4); - - finalColor += col * d; + uv = fract(uv * 0.4) - 0.5; + uv *= cos(uTime * 0.5); + + vec3 col = palette(dist + sin(uTime * 0.1)); + + float d = length(uv); + d = sin(d * 12.0 + uTime * 0.5) / 12.0; + d = abs(d); + + d = 0.02 / d; + d = pow(d, 1.4); + + finalColor += col * d; } // noise @@ -66,27 +66,27 @@ void main() finalColor.y = pow(finalColor.y, mix(1.0, noise, strength)); finalColor.z = pow(finalColor.z, mix(1.0, noise, strength)); - // background circles + // background circles uv = fract(uv0 * 30.5) - 0.5; uv *= sin(uTime * 0.5); vec3 col = palette2(dist + sin(uTime * 0.4)); + + float d = length(uv); + d = sin(d * 5.0 + uTime * 0.5) / 5.0; + d = abs(d); - float d = length(uv); - d = sin(d * 5.0 + uTime * 0.5) / 5.0; - d = abs(d); - - d = 0.01 / d; - d = pow(d, 0.5); - - finalColor += col * d; - - // vignette - vec2 edge = gl_FragCoord.xy / uResolution.xy; - edge *= 1.0 - edge.yx; + d = 0.01 / d; + d = pow(d, 0.5); + + finalColor += col * d; + + // vignette + vec2 edge = gl_FragCoord.xy / uResolution.xy; + edge *= 1.0 - edge.yx; float vig = edge.x * edge.y * 20.0; vig = pow(vig, 0.4); finalColor *= vig; - + outColor = vec4(finalColor, 1.0); } \ No newline at end of file diff --git a/shaders/neon_pulseVS.glsl b/shaders/neon_pulseVS.glsl index 1ea7fd7..64e3235 100644 --- a/shaders/neon_pulseVS.glsl +++ b/shaders/neon_pulseVS.glsl @@ -3,5 +3,5 @@ layout (location = 0) in vec2 pos; void main() { - gl_Position = vec4(pos, 0.0f, 1); + gl_Position = vec4(pos, 0.0f, 1); }