BLOKS Shader Bulletin Board
liquid signal field
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Shader Code
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.xy;
vec2 p = uv * 2.0 - 1.0;
p.x *= uAspect;
vec2 m = uPointer * 2.0 - 1.0;
m.x *= uAspect;
vec2 delta = uPointerDelta * vec2(uAspect, 1.0);
float t = iTime;
float d = length(p - m);
float influence = exp(-d * 4.5);
vec2 q = p;
q += delta * influence * 22.0;
q += 0.08 * vec2(
sin(q.y * 7.0 + t * 1.4),
cos(q.x * 6.0 - t * 1.1)
);
float bands = sin(q.x * 10.0 + sin(q.y * 5.0 + t) * 2.0 + t);
bands += sin(q.y * 13.0 - t * 1.2);
bands += sin((q.x + q.y) * 8.0 + t * 0.8);
bands /= 3.0;
float signal = smoothstep(0.15, 0.95, bands * 0.5 + 0.5);
float pulse = sin(d * 42.0 - t * 8.0);
pulse = smoothstep(0.25, 1.0, pulse * 0.5 + 0.5);
pulse *= influence;
float click = uPointerDown * exp(-d * 7.0);
vec3 deep = vec3(0.01, 0.015, 0.045);
vec3 blue = vec3(0.06, 0.28, 1.0);
vec3 cyan = vec3(0.18, 0.75, 1.0);
vec3 magenta = vec3(0.72, 0.15, 1.0);
vec3 col = deep;
col += blue * signal * 0.45;
col += cyan * pulse * 0.65;
col += magenta * click * 0.85;
col += cyan * (0.012 / max(d, 0.012)) * 0.14;
col *= 1.0 - length(p / vec2(uAspect, 1.0)) * 0.18;
col = pow(col, vec3(0.88));
fragColor = vec4(col, 1.0);
}
