20 explosions using 100 particles each
//#################################################################
framebuffer { //low resolution display
// size = 1920 x 1080 divided by 8 = 240 x 135
id: Fireworks
size: 240, 135 // Size
quad {
size: 240, 135 // Size same as above
hotspot: 0.0, 0.0
uniform: EXPLOSIONS, float, 20.0 // number of firework explosions
uniform: PARTICLES, float, 100.0 // number of particles per firework
shader: fragment, Shaders/Fireworks.fsh
}
}
//#################################################################
clipSprite { //WA: cartoon effect modified from source: TheEmu
pos: 0, 510, 1
standingHeight: 900
source: ClipAntiAlias
scale: -1.0, 1.0, 1.0
uniform: SketchWidth, float, 18.0 // width of sketch lines try 1.0 to 30.0
uniform: SketchDarkness, float, 0.4 // darkness of sketch lines try 0.0 = black to 2.0
uniform: SketchFill, float, 1.0 // intensity of fill color between sketch lines try 1.0 to 3.0
uniform: SketchAlpha, float, 1.0 // opacity of sketched image
shader: fragment, Shaders/Sketch.fsh //WA: cartoon effect modified from source: TheEmu
}
8 explosions using 20 particles each
//#################################################################
framebuffer { // hi resolution display
// size = 1920 x 1080 divided by 1 = 1920 x 1080
id: Fireworks
size: 1920, 1080 // Size
quad {
size: 1920, 1080 // Size same as above
hotspot: 0.0, 0.0
uniform: EXPLOSIONS, float, 8.0 // number of firework explosions
uniform: PARTICLES, float, 20.0 // number of particles per firework
shader: fragment, Shaders/Fireworks.fsh
}
}
//#################################################################
clipSprite { //WA: cartoon effect modified from source: TheEmu
pos: 0, 510, 1
standingHeight: 900
source: ClipAntiAlias
scale: -1.0, 1.0, 1.0
uniform: SketchWidth, float, 0.0 // width of sketch lines try 1.0 to 30.0
uniform: SketchDarkness, float, 0.0 // darkness of sketch lines try 0.0 = black to 2.0
uniform: SketchFill, float, 1.0 // intensity of fill color between sketch lines try 1.0 to 3.0
uniform: SketchAlpha, float, 1.0 // opacity of sketched image
shader: fragment, Shaders/Sketch.fsh //WA: cartoon effect modified from source: TheEmu
}
Is there anyway to make FG149 cycle a bit faster?
float Hash(float h) {
//return fract(sin(h) * 43758.5453;
return fract(sin(h) * (43758.5453 + fract(time)/0.2));
}
void main( void )
//void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = gl_FragCoord.xy/iResolution.y - 0.5;
uv.x *= iResolution.x/iResolution.y;
uv *= 1.4;
// add movement
uv *= (0.1+fract(time)/10.)*10.;
vec3 col;
uv = 0.5 - fract(uv);
float lL = length(uv);
for (float i=0.0; i<5.0; i++) {
uv = abs(uv) / pow(lL, super) - magic;
float nL = length(clamp(uv, - amaze, 1.0));
col = max(col, abs(nL - lL));
col *= 1.0 - vec3( Hash(seed+0.1+i), Hash(seed+0.2+i), Hash(seed+0.3)) * 0.25;
lL = nL;
}
gl_FragColor = vec4(col, 1.0);
}
Unfortunately you cannot mount a shader on a quad
within a frame buffer, so framebuffer has to include reference to a real texture substrate.
//#################################################################
framebuffer { // hi resolution display
// size = 1920 x 1080 divided by 1 = 1920 x 1080
id: Fireworks
size: 1920, 1080 // Size
quad {
size: 1920, 1080 // Size same as above
hotspot: 0.0, 0.0
uniform: EXPLOSIONS, float, 8.0 // number of firework explosions
uniform: PARTICLES, float, 20.0 // number of particles per firework
shader: fragment, Shaders/Fireworks.fsh
}
}
//#################################################################
//#################################################################
framebuffer { //low resolution display
// size = 1920 x 1080 divided by 8 = 240 x 135
id: Fireworks
size: 240, 135 // Size
quad {
size: 240, 135 // Size same as above
hotspot: 0.0, 0.0
uniform: EXPLOSIONS, float, 20.0 // number of firework explosions
uniform: PARTICLES, float, 100.0 // number of particles per firework
shader: fragment, Shaders/Fireworks.fsh
}
}
//#################################################################
from this
texture {
id: myquad
source: Textures/Beige01.png
}
framebuffer {
id: Torus
source: myquad
size: 1920, 1080
pos: 0, 0, 0
shader: fragment, Shaders/WPFractalsMod04.fsh
uniform: varspeed, float, 0.8
uniform: zoomout, float, 10
}
to This
framebuffer {
id: Torus
size: 1920, 1080
quad {
size: 1920, 1080 // Size same as above
hotspot: 0.0, 0.0
shader: fragment, Shaders/WPFractalsMod04.fsh
uniform: varspeed, float, 0.8
uniform: zoomout, float, 10.0
}
}
// reflected gold
col = vec3(1.0, 0.85, 0.0) * texture(iChannel0, reflect(rd, n).xy).rgb;
// diffuse, ambiant occlusion, shadow, specular
float diff = pow(dot(n, ld) * .5 + .5,2.0);
float ao = getAmbiantOcclusion(p, n, 40.0);
float sha = clamp(getShadow(p, ld, 0.01, 150.0, 5.0), 0. ,0.9);
float spe = pow(max(dot(-rd, reflect(-ld, n)), 0.0), 32.0);
vec3 base = hsv2rgb_smooth(vec3(atan(p.x,p.z)/3.14159*0.5 - iTime * 0.1, 0.8, 0.8)); // define base here
if (mat(p) < 0.5) // hexa sides
{
// vary base color according to ao
col = mix(base, vec3(1), ao) * 0.5;
}
else // hexa face
{
// reflected gold
col = base.gbr * texture(iChannel0, reflect(rd, n).xy).rgb; //swizzle base here
}
void main( void )
// void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
vec2 q = gl_FragCoord.xy/RESOLUTION.xy;
void main( void )
// void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
vec2 q = gl_FragCoord.xy/RESOLUTION.xy;
void main( void )
// void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = gl_FragCoord.xy/iResolution.xy;
void main( void )
//void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = gl_FragCoord.xy/iResolution.xy;
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