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College Study/GLSL

[GLSL] Shaping Functions

by 2den 2022. 1. 5.
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Here is the code I met previously.
#ifdef GL_ES
precision mediump float;
#endif

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);
}

void main() {
	vec2 st = gl_FragCoord.xy/u_resolution;

    float y = st.x; // line 22

    vec3 color = vec3(y);

    // Plot a line
    float pct = plot(st,y);
    color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);

	gl_FragColor = vec4(color,1.0);
}
 

If I change the instruction in line 22 to other function value, I can see different graph, or gradiate.

// Author: Inigo Quiles
// Title: Expo

#ifdef GL_ES
precision mediump float;
#endif

#define PI 3.14159265359

uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;

float plot(vec2 st, float pct){
  return  smoothstep( pct-0.02, pct, st.y) -
          smoothstep( pct, pct+0.02, st.y);
}

void main() {
    vec2 st = gl_FragCoord.xy/u_resolution;

    float y = pow(st.x,5.0);

    vec3 color = vec3(y);

    float pct = plot(st,y);
    color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);

    gl_FragColor = vec4(color,1.0);
}
 

Like this. The function 'pow' will print the graph seems like a 'y = x5' graph.

Also with a function 'step'. As you can see, the function also affects color, of course.

#ifdef GL_ES
precision mediump float;
#endif

#define PI 3.14159265359

uniform vec2 u_resolution;
uniform float u_time;

float plot(vec2 st, float pct){
  return  smoothstep( pct-0.02, pct, st.y) -
          smoothstep( pct, pct+0.02, st.y);
}

void main() {
    vec2 st = gl_FragCoord.xy/u_resolution;

    // Step will return 0.0 unless the value is over 0.5,
    // in that case it will return 1.0
    float y = step(0.5,st.x);

    vec3 color = vec3(y);

    float pct = plot(st,y);
    color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);

    gl_FragColor = vec4(color,1.0);
}

And with a function 'smoothstep'.

#ifdef GL_ES
precision mediump float;
#endif

#define PI 3.14159265359

uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;

float plot(vec2 st, float pct){
  return  smoothstep( pct-0.02, pct, st.y) -
          smoothstep( pct, pct+0.02, st.y);
}

void main() {
    vec2 st = gl_FragCoord.xy/u_resolution;

    // Smooth interpolation between 0.1 and 0.9
    float y = smoothstep(0.1,0.9,st.x);

    vec3 color = vec3(y);

    float pct = plot(st,y);
    color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);

    gl_FragColor = vec4(color,1.0);
}
 

Also other functions can be used. Sine and Cosine,

Sine and Cosine
 

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[GLSL] Color  (0) 2022.01.05
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[GLSL] Fragment Coordinate (gl_FragCoord)  (0) 2022.01.05
[GLSL] Uniform  (0) 2022.01.05

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