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lib.js
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lib.js
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// ⇓⇣⇩↓
let library = `
vec2 zr(vec2 uv, vec2 move, float zoom, float ang) {
uv -= 0.5;
uv *= mat2(
cos(ang) , -sin(ang) ,
sin(ang) , cos(ang) );
uv *= zoom;
uv -= move*zoom;
uv -= move*(5.0-zoom);
return(uv); }
float random (float x) {
return fract(sin(0.005387+x)*129878.4375453); }
float random (vec2 uv) {
return fract(sin(0.005387+dot( uv.xy, vec2(12.9898,78.233))) * 43758.5453123 ); }
float noise(float x) {
float i = floor(x);
float f = fract(x);
float y = mix(random(i), random(i + 1.0), smoothstep(0.,1.,f));
return y; }
vec2 random2(vec2 st){
st = vec2( dot(st,vec2(127.1,311.7)), dot(st,vec2(269.5,183.3)));
return -1.0 + 2.0*fract(sin(st)*43758.5453123); }
float noise(vec2 st) {
vec2 i = floor(st); // Gradient Noise by Inigo Quilez - iq/2013
vec2 f = fract(st); // https://www.shadertoy.com/view/XdXGW8
vec2 u;
u = f*f*f*(f*(f*6.-15.)+10.);
return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ),
dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x),
mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ),
dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y); }
vec3 hsb2rgb (vec3 c) {
vec4 K = vec4(1.0,2.0/3.0,1.0/3.0,3.0); // Color conversion function from Sam Hocevar:
vec3 p = abs(fract(c.xxx+K.xyz)*6.0-K.www); // lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
return c.z*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),c.y); }
float rect(vec2 uv, float x, float y, float w, float h) {
return step(x-w*0.5,uv.x) * step(uv.x,x+w*0.5)
* step(y-h*0.5,uv.y) * step(uv.y,y+h*0.5); }
float circle(vec2 uv, float x, float y, float d) {
return step(distance(uv,vec2(x,y)),d*0.5); }
float sphere2(vec2 uv, float x, float y, float d) {
vec2 dist = uv-vec2(x,y);
return clamp( (1.- dot(dist,dist)/(d/8.0)) ,0.0, 1.0); }
// Based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float fbm_noise (in vec2 _st) {
vec2 i = floor(_st);
vec2 f = fract(_st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
#define NUM_OCTAVES 10
float fbm ( in vec2 _st) {
float v = 0.0;
float a = 0.5;
vec2 shift = vec2(100.0);
// Rotate to reduce axial bias
mat2 rot = mat2(cos(0.5), sin(0.5),
-sin(0.5), cos(0.50));
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * fbm_noise(_st);
_st = rot * _st * 2.0 + shift;
a *= 0.5;
}
return v;
}
vec2 random3( vec2 p ) {
return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
}
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1); }
mat2 rotate2d(float a) {
return mat2(
cos(a) , -sin(a) ,
sin(a) , cos(a) ); }
mat2 scale(vec2 s) {
return mat2(
s.x, 0.0 ,
0.0 , s.y ); }
vec2 uv2wtr( vec2 uv, float kx, float ky) {
kx = kx*2.0+0.01;
vec2 t1 = vec2(kx,ky);
vec2 t2 = uv;
for(int i=1; i<10; i++) {
t2.x+=0.3/float(i)*sin(float(i)*3.0*t2.y+MLS*kx)+t1.x;
t2.y+=0.3/float(i)*cos(float(i)*3.0*t2.x+MLS*kx)+t1.y; }
vec3 tc1;
tc1.r=cos (t2.x+t2.y+1.0)*0.5+0.5;
tc1.g=sin (t2.x+t2.y+1.0)*0.5+0.5;
tc1.b=(sin(t2.x+t2.y)+cos(t2.x+t2.y))*0.5+0.5;
uv = uv +(tc1.rb*vec2(2.0)-vec2(1.0))*ky;
return uv; }
float nexto(float ch, float n) {
float a;
a = sin(n*ch); a = floor(a*10000.0)*0.001;
a = cos(a); a = floor(a*8000.0)*0.001;
return fract(a); }
vec2 uv2wav( vec2 uv1, float kx, float ky, float sd) {
float tx = kx;
float ty = ky;
vec2 t1;
float time = FRC*0.0;
// frq spd amp
t1.y = cos( uv1.x * nexto(1.0,tx)*10.0 + time * ceil(nexto(2.0,tx)*10.0-5.0) ) * nexto(3.0,tx)*1.15;
t1.x = sin( uv1.y * nexto(1.0,ty)*10.0 + time * ceil(nexto(2.0,ty)*10.0-5.0) ) * nexto(3.0,ty)*1.15;
uv1 = uv1 + vec2(t1.x,t1.y)*sd;
t1.y = cos( uv1.x * nexto(4.0,tx)*10.0 + time * ceil(nexto(5.0,tx)*10.0-5.0) ) * nexto(6.0,tx)*0.55;
t1.x = sin( uv1.y * nexto(4.0,ty)*10.0 + time * ceil(nexto(5.0,ty)*10.0-5.0) ) * nexto(6.0,ty)*0.55;
uv1 = uv1 + vec2(t1.x,t1.y)*sd;
t1.y = cos( uv1.x * nexto(7.0,tx)*10.0 + time * ceil(nexto(8.0,tx)*10.0-5.0) ) * nexto(9.0,tx)*0.15;
t1.x = sin( uv1.y * nexto(7.0,ty)*10.0 + time * ceil(nexto(8.0,ty)*10.0-5.0) ) * nexto(9.0,ty)*0.15;
uv1 = uv1 + vec2(t1.x,t1.y)*sd;
return uv1; }
/* RGB to HSB Conversion */
vec3 rgb2hsb( vec3 c ) {
// Color conversion function from Sam Hocevar:
// lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
vec4 K = vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z+(q.w-q.y)/(6.0*d+e)), d/(q.x+e), q.x); }
/* Hue Tune & Replace */
vec3 rgb2ht( vec3 img, float t) {
img.rgb = rgb2hsb(img.rgb);
img.r = img.r+t;
return hsb2rgb(img.rgb); }
vec3 rgb2hr( vec3 img, float t) {
img.rgb = rgb2hsb(img.rgb);
img.r = t;
return hsb2rgb(img.rgb); }
/* Saturation Tune & Replace */
vec3 rgb2st( vec3 img, float t) {
img.rgb = rgb2hsb(img.rgb);
img.g = img.g+t;
return hsb2rgb(img.rgb); }
vec3 rgb2sr( vec3 img, float t) {
img.rgb = rgb2hsb(img.rgb);
img.g = t;
return hsb2rgb(img.rgb); }
/* Lightness Tune & Replace */
vec3 rgb2lt( vec3 img, float t) {
img.rgb = rgb2hsb(img.rgb);
img.b = img.b+t;
return hsb2rgb(img.rgb); }
vec3 rgb2lr( vec3 img, float t) {
img.rgb = rgb2hsb(img.rgb);
img.b = t;
return hsb2rgb(img.rgb); }
vec2 zoom(vec2 uv, vec2 m, float zmin, float zmax) {
float zoom = map(sin(FRC),-1.,1.,zmin,zmax);
uv -= 0.5;
uv *= zoom;
uv -= m*zoom;
uv -= m*(zmax-zoom);
return(uv);
}
vec2 roto(vec2 uv, vec2 m, float ang) {
//uv.x = (uv.x*cos(ang) - uv.y*sin(ang));
//uv.y = (uv.x*sin(ang) + uv.y*cos(ang));
//uv -= m;
// vec3 uv3 = vec3(uv.x, uv.y, 1.0);
// uv3 = uv3
// *
// mat3(
// cos(ang) , -sin(ang) , 0.0,
// sin(ang) , cos(ang) , 0.0,
// 0.0, 0.0, 1.0)
// *
// mat3(
// 1.0, 0.0, 0.0,
// 0.0, 1.0, 0.0,
// -m.x, -m.y, 1.0)
// ;
// uv3 = uv3
// *
// mat3(
// cos(ang) , sin(ang) , 0.0,
// -sin(ang) , cos(ang) , 0.0,
// -m.x*(cos(ang)-1.0)+m.y*sin(ang), -m.x*sin(ang)-m.y*(cos(ang)-1.0), 1.0)
// ;
uv -= 0.5;
uv *= mat2(
cos(ang) , -sin(ang) ,
sin(ang) , cos(ang) );
uv += 0.5;
return(uv);
}
// Description : GLSL 2D simplex noise function
// Author : Ian McEwan, Ashima Arts
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License :
// Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// Some useful functions
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
float snoise(vec2 v) {
// Precompute values for skewed triangular grid
const vec4 C = vec4(0.211324865405187,
// (3.0-sqrt(3.0))/6.0
0.366025403784439,
// 0.5*(sqrt(3.0)-1.0)
-0.577350269189626,
// -1.0 + 2.0 * C.x
0.024390243902439);
// 1.0 / 41.0
// First corner (x0)
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
// Other two corners (x1, x2)
vec2 i1 = vec2(0.0);
i1 = (x0.x > x0.y)? vec2(1.0, 0.0):vec2(0.0, 1.0);
vec2 x1 = x0.xy + C.xx - i1;
vec2 x2 = x0.xy + C.zz;
// Do some permutations to avoid
// truncation effects in permutation
i = mod289(i);
vec3 p = permute(
permute( i.y + vec3(0.0, i1.y, 1.0))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(
dot(x0,x0),
dot(x1,x1),
dot(x2,x2)
), 0.0);
m = m*m ;
m = m*m ;
// Gradients:
// 41 pts uniformly over a line, mapped onto a diamond
// The ring size 17*17 = 289 is close to a multiple
// of 41 (41*7 = 287)
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt(a0*a0 + h*h);
m *= 1.79284291400159 - 0.85373472095314 * (a0*a0+h*h);
// Compute final noise value at P
vec3 g = vec3(0.0);
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * vec2(x1.x,x2.x) + h.yz * vec2(x1.y,x2.y);
return 130.0 * dot(m, g);
}
/////////////// Float
/* Float to Zero Centered */
float f2z ( float f ) {
return f*2.0-1.0; }
/* Zero Centered to Float */
float z2f ( float z ) {
return z*0.5+0.5; }
/* Float Constrain */
float f2f ( float f ) {
return clamp(f,0.0,1.0); }
/* Zero Centered Constrain */
float z2z ( float z ) {
return clamp(z,-1.0,1.0); }
/* Float to Random */
float f2rand (float x) {
return fract(sin(0.005387+x)*129878.4375453); }
/* Float to Noise */
float f2noise(float x) {
return mix(f2rand(floor(x)), f2rand(floor(x) + 1.0), smoothstep(0.,1.,fract(x))); }
/* Float to Slit */
float f2slit ( float f, float lvl, float len, float smt ) {
return smoothstep(lvl-len*0.5-smt,lvl-len*0.5 ,f) -
smoothstep(lvl+len*0.5 ,lvl+len*0.5+smt,f); }
/* Float to Map */
float f2m(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1); }
float sphere(vec2 uv, float x, float y, float d, vec2 l) {
return
(1.0-distance(uv,vec2(x,y)+l*d)*(1.0/d))
*
smoothstep(d*0.51,d*0.49,distance(uv,vec2(x,y)))
; }
float cube(vec2 uv, float x, float y, float s) {
return step(x-s*0.5,uv.x) * step(uv.x,x+s*0.5)
* step(y-s*0.5,uv.y) * step(uv.y,y+s*0.5); }
float sphere3(vec2 uv, float x, float y, float d, vec2 l) {
return
clamp((1.0-distance(uv,vec2(x,y)+l*d)),0.0,1.0)
; }
/* Cartesian to Polar */
vec2 xy2md(vec2 xy) {
return vec2(
sqrt( pow(xy.x,2.0) + pow(xy.y,2.0) ) ,
atan(xy.y,xy.x) ); }
/* Polar to Cartesian */
vec2 md2xy(vec2 md) {
return vec2(
md.x * cos(md.y) ,
md.x * sin(md.y) ); }
/* Barrel Distortion */
vec2 uv2brl( vec2 uv, float pwr ) {
//uv.y = uv.y * (HEIGHT/WIDTH);
uv = md2xy(xy2md(uv - 0.5) + vec2(pwr-0.5,0.0)) + 0.5;
//uv.y = uv.y * (WIDTH/HEIGHT);
return uv; }
`;