mirror of
https://github.com/lalbornoz/roar.git
synced 2024-11-16 20:46:37 +00:00
238 lines
3.8 KiB
Plaintext
238 lines
3.8 KiB
Plaintext
CANVAS SHADERS
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==============
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These shaders were written to work on areas of canvas.
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Make sure "canvas" is selected and "animate" is checked.
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>> original shader..
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lex.bg = hue((x+y*y+t/10)/20)
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lex.fg = (x+y)%16
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lex.char = (y%2) ? ":" : "%"
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>> energy ball ascii shader
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d = dist(x/2+w/4, y, w/2, h/2)
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an = angle(x/2+w/4, y, w/2,h/2)+t/4200
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r=10.2
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if (d < r) lex.bg = randint(r)
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ll=abs(an|0)+""
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lex.char=ll[ll.length-1]
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if (d > r) {
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lex.bg = randint(d)
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lex.fg = randint(d)
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lex.char = ll[ll.length-2]
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}
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>> drifting fire
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t += sin(x/1000)*100000
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pos = y/h*6 + sin(x*3) - cos(y*t/10000-10)
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pos = clamp(pos, 0, 6)
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lex.bg = hue(pos)
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>> the "bJoel56" shader
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yy=y
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x-=w/2
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y-=h/2
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lex.bg = blue(yy/h+random())
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lex.fg = green(yy/h*4 + sin(x/100+random()/2)) // hue(t/1000)|0;
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var abcd=".'~:;!>+=icjtJYSGSXDQKHNWM";
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function chara (aa,n) { return aa[clamp(n*aa.length, 0, aa.length)|0] }
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lex.char = chara(abcd, y/h*(5/3 + tan(x/100)+random()/1))
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>> frog shader v2
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t/=-100
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d = sinp( (dist(x/2+w/4, y, w/2, h/2) + t)/2 ) * 10
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lex.char=',./>"ASE$#'[(floor(d))]
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lex.fg = [1,3,9][floor(d*3)%3]
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lex.bg=1
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>> frog shader v3
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// set period to like 0.2 for a normal circle
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period = y/10
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t/=-100
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d = sinp( (dist(x/2+w/4, y, w/2, h/2) + t) * period )
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dd = d * 10.5
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d3 = dd < 8 ? 0 : 1
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lex.char=' .,"+/>OXEN'[(floor(dd))]
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lex.fg = [3,9][floor(d3)]
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lex.bg=1
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>> spaceships
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many cool shaders are possible with this technique.. changing the char
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gradient (lex.char=...) etc. i love how the dots move on v4.
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this is a variation that looks like a bunch of ships flying across the screen.
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has a really cool 3d look to it cuz the rows move at different speeds.
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period = sin(y)
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t/=-100
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d = sinp( (dist(x/2+w/4, y, w/2, h/2) + t) * period )
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dd = d * 10.5
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d3 = dd < 8 ? 0 : 1
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lex.char=' .,"+/>\^+'[(floor(dd))]
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lex.fg = [3,9][floor(d3)]
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lex.bg=1
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>> concentric circles with a wavy "sunburst" pattern going around them
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x -= w/2
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y -= h/2
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x /= h
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y /= h/2 + 2
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r = dist(x,y,0,0)
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ang = angle(x,y,0,0)
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if (r < 0.6) {
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if (abs(mod(sin((r*t)/100000000000) + ang*18,TWO_PI)) < 2)
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lex.bg = 12
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else
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lex.bg = 5
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}
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else if (r < 0.65)
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lex.bg = 4
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else if (abs(mod(sin((r*t)/100000000000) + ang*18,TWO_PI)) < 2)
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lex.bg = 7
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else
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lex.bg = 8
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>> slash-based interference patterns
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if (x > h*2) x=h-x
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y-=h/2
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t/=2000
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if (sin(x-y*t) > 0) {
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lex.bg=1
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lex.fg=4
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lex.char= Math.floor(x-y*10001+t)%2 ? '\/' : '\\'
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}
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else {
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lex.bg=1
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lex.fg=9
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lex.char= Math.floor(3*x+y+t)%2 ? '\\' : ' '
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}
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>> sparkling stars
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if (lex.char != " ") {
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lex.fg =floor( Math.random()*10 )
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var az="Xx+*"
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lex.char=az[floor(az.indexOf(lex.char)+ t/10000000 +Math.random())%az.length]
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}
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>> coogi x/y doodle
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xx=x
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t/=1000
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x/=w/2
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y/=h/2
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y-=1
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x-=1
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x*=x-sin(y/t)
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y*=1
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lex.bg = 1 // gray( sin(x/(y/3-1)+t) + sin(y/4+t) )
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lex.fg = hue( sin((y/5)+t) - cos(x*t) *5 )
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lex.char = " _.,:;\"~| "[Math.round(xx*(y+1+(x+t/102)/4)*13)%13]
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>> glitch shader - produces odd combinations of fg/bg
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lex.char=String.fromCharCode(lex.char.charCodeAt(0)+1)
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lex.bg+=7
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lex.fg+=5
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>> dots / lines shader
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xx = ((t/10*x)*y/10)%8
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lex.bg = colors.black
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lex.fg = green(x*3+y*5)
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lex.char = ((xx%1) !== 0) ? " " : " .,;=+!@"[xx]
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>> munching squares horizon
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t/=100
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y+=10
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x-=w/2
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x/=y/10
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lex.bg=hue((x^y)+t)
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>> grayscale vertical interlacing
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First, make a canvas that's totally white.
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Run this shader:
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if (lex.bg == 0) {
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lex.bg = ((x)%2) ? 15 : 14
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}
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Then set your brush to a white square.
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Run this shader w/ animate:
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if (lex.bg == 0) {
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lex.bg = ((x)%2) ? 0 : 1
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}
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>> nice purple/orange texture
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lex.bg=colors.purple
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lex.fg=colors.orange
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x/=3
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x=floor(x+y/2.1) // <- this is cool number to change
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if (x+10*sin(x)+10*cos(y/(t%100)) < y/3) {
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lex.char="abcdefghijklmnopqrstuvwxyz"[x%26]
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} else {
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lex.char="abcdefghijklmnopqrstuvwxyz".toUpperCase()[x%26]
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}
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