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代码
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
// Plot a line on Y using a value between 0.0-1.0
float plot(vec2 st, float pct){
return smoothstep( pct-0.02, pct, st.y) -
smoothstep( pct, pct+0.02, st.y);
}
float sinc( float x, float k )
{
float a = PI*((k*x-.0))*20.;
return sin(a)/a+0.3;
}
float parabola( float x, float k )
{
return pow( 4.0*x*(1.0-x), k );
}
float gain(float x, float k)
{
float a = 0.5*pow(2.0*((x<0.5)?x:1.0-x), k);
return (x<0.5)?a:1.0-a;
}
float pcurve( float x, float a, float b )
{
float k = pow(a+b,a+b) / (pow(a,a)*pow(b,b));
return k * pow( x, a ) * pow( 1.0-x, b );
}
float expImpulse( float x, float k )
{
float h = k*x;
return h*exp(1.0-h);
}
float almostIdentity( float x, float n )
{
return sqrt(x*x+n);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
//float y=st.x*sin(u_time)*0.5+0.5;
//float y = sinc(st.x,abs(sin(u_time)));
//float y = parabola(st.x,abs(sin(u_time)));
//float y = gain(st.x,abs(sin(u_time)));
//float y = expImpulse(st.x,abs(sin(u_time)));
//float y = pcurve(st.x,abs(sin(u_time)),abs(tan(u_time)+3.));
float y=almostIdentity((st.x-0.5),abs(sin(u_time)));
vec3 color = vec3(0.0, 0.0, 0.0);
// Plot a line
float pct = plot(st,y);
color = (1.0-pct)*color+pct*vec3(0.9176, 0.0, 1.0);
gl_FragColor = vec4(color,1.0);
}
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