URL: http://glslsandbox.com/e#21891.10
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// GPU Particle Example 2 // By: Brandon Fogerty // bfogerty at gmail dot com // xdpixel.com #ifdef GL_ES precision mediump float; #endif uniform float time; uniform vec2 resolution; #define HorizontalAmplitude 0.30 #define VerticleAmplitude 0.20 #define HorizontalSpeed 0.90 #define VerticleSpeed 0.50 #define ParticleMinSize 1.76 #define ParticleMaxSize 1.71 #define ParticleBreathingSpeed 0.30 #define ParticleColorChangeSpeed 0.70 #define ParticleCount 7.0 #define ParticleColor1 vec3(9.0, 5.0, 3.0) #define ParticleColor2 vec3(1.0, 3.0, 9.0) void main( void ) { vec2 pos = ( gl_FragCoord.xy / resolution.xy ) * 2.0 - 1.0; pos.x *= (resolution.x / resolution.y); vec3 c = vec3( 0, 0, 0 ); for( float i = 1.0; i < ParticleCount+1.0; ++i ) { float cs = cos( time * HorizontalSpeed * (i/ParticleCount) ) * HorizontalAmplitude; float ss = sin( time * VerticleSpeed * (i/ParticleCount) ) * VerticleAmplitude; vec2 origin = vec2( cs , ss ); float t = sin( time * ParticleBreathingSpeed * i ) * 0.5 + 0.5; float particleSize = mix( ParticleMinSize, ParticleMaxSize, t ); float d = clamp( sin( length( pos - origin ) + particleSize ), 0.0, particleSize); float t2 = sin( time * ParticleColorChangeSpeed * i ) * 0.5 + 0.5; vec3 color = mix( ParticleColor1, ParticleColor2, t2 ); c += color * pow( d, 70.0 ); } gl_FragColor = vec4( c, 1.0 ); } |