[Shader] Two BackgroundShader Share
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The first is a bubble shader like Flux
uniform float iTime; uniform vec2 iMouse; uniform vec2 iResolution; void main(void){ vec2 uv = -1.0 + 2.0*gl_FragCoord.xy / iResolution.xy; uv.x *= iResolution.x / iResolution.y; vec2 ms = (iMouse.xy / iResolution.xy); // background vec3 color = vec3(0.9 + 0.1*uv.y); // bubbles for( int i=0; i<40; i++ ) { // bubble seeds float pha = sin(float(i)*546.13+1.0)*0.5 + 0.5; float siz = pow( sin(float(i)*651.74+5.0)*0.5 + 0.5, 4.0 ); float pox = sin(float(i)*321.55+4.1) * iResolution.x / iResolution.y; // buble size, position and color float rad = 0.2 + 0.5*siz; vec2 pos = vec2( pox, -1.0-rad + (2.0+2.0*rad)*mod(pha+0.1*iTime*(0.1+0.1*siz),1.0)); float distToMs = length(pos - ms); pos *= length(pos - (ms * 1.5-0.5)); float dis = length( uv - pos ); vec3 col = mix( vec3(0.1,0.2,0.8), vec3(0.1,0.4,0.8), 0.5+0.5*sin(float(i)*1.2+1.9)); // col+= 8.0*smoothstep( rad*0.95, rad, dis ); // render float f = length(uv-pos)/rad; f = sqrt(clamp(1.0-f*f,0.0,1.0)); color -= col.zyx *(1.0-smoothstep( rad*0.95, rad, dis )) * f; } // vigneting color *= sqrt(1.5-0.5*length(uv)); gl_FragColor = vec4(color,1.0); }
the second is a rain shader
uniform float iTime; uniform vec2 iResolution; float rand(vec2 p){ p+=.2127+p.x+.3713*p.y; vec2 r=4.789*sin(789.123*(p)); return fract(r.x*r.y); } float sn(vec2 p){ vec2 i=floor(p-.5); vec2 f=fract(p-.5); f = f*f*f*(f*(f*6.0-15.0)+10.0); float rt=mix(rand(i),rand(i+vec2(1.,0.)),f.x); float rb=mix(rand(i+vec2(0.,1.)),rand(i+vec2(1.,1.)),f.x); return mix(rt,rb,f.y); } void main() { vec2 uv = gl_FragCoord.xy / iResolution.y; vec2 p=uv.xy*vec2(3.,4.3); float f = .5*sn(p) +.25*sn(2.*p) +.125*sn(4.*p) +.0625*sn(8.*p) +.03125*sn(16.*p)+ .015*sn(32.*p) ; float newT = iTime*0.4 + sn(vec2(iTime*1.))*0.1; p.x-=iTime*0.2; p.y*=1.3; float f2= .5*sn(p) +.25*sn(2.04*p+newT*1.1) -.125*sn(4.03*p-iTime*0.3) +.0625*sn(8.02*p-iTime*0.4) +.03125*sn(16.01*p+iTime*0.5)+ .018*sn(24.02*p); float f3= .5*sn(p) +.25*sn(2.04*p+newT*1.1) -.125*sn(4.03*p-iTime*0.3) +.0625*sn(8.02*p-iTime*0.5) +.03125*sn(16.01*p+iTime*0.6)+ .019*sn(18.02*p); float f4 = f2*smoothstep(0.0,1.,uv.y); vec3 clouds = mix(vec3(-0.4,-0.3,-0.15),vec3(1.4,1.4,1.3),f4*f); float lightning = sn((f3)+vec2(pow(sn(vec2(iTime*4.5)),6.))); lightning *= smoothstep(0.0,1.,uv.y+0.5); lightning = smoothstep(0.76,1.,lightning); lightning=lightning*2.; clouds*=0.8; clouds += lightning +0.2; vec2 newUV = uv; newUV.x-=iTime*0.3; newUV.y+=iTime*3.; float strength = sin(iTime*0.5+sn(newUV))*0.1+0.15; vec3 painting = (clouds)+clamp((strength-0.1),0.,1.); float r=1.-length(max(abs(gl_FragCoord.xy / iResolution.xy*2.-1.)-.5,0.)); painting*=r; gl_FragColor = vec4(painting, 1.); }
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very epic coder 2021
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@sigma-allah How do i use dark theme in this forum? Pretty nice.
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cooool epic sex sigma wow nice code thx you ok
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@skidma Hey shurpe.
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@gabriel said in [Shader] Two BackgroundShader Share:
@sigma-allah How do i use dark theme in this forum? Pretty nice.
just be smart and use google
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Which class of liquidbounce is this code added to?
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Excuse me, where should this code be added
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Sorry for the late response but where did you get all of these shader stuffs, I tried many from GLSLSandBox but none of them work.