roar/doc/shaders/canvas.txt
Lucio Andrés Illanes Albornoz (arab, vxp) 0eb96f9266 Initial commit.
2018-11-26 10:22:19 +01:00

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