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presets.js
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glsl.packnames.push('mIRO)))');
glsl.presets.push(`
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Autechre
@ // v1
vec2 vtc = vTexCoord;
vec2 uv = vec2(vtc.x, 1.0-vtc.y);
vec4 img = texture2D(TXP, uv);
float k = MY*0.25;
vec2 uvd = mix(
uv2dspmd(uv,f2z(img.r)*k,f2z(img.b)*k),
uv2wtr(uv,f2z(img.r)*k,f2z(img.b)*k,MLS),
f2f(B-C));
vec4 imd = texture2D(TXB, uvd);
k = MX;
vec2 uvn = mix(
uv2dspmd(uv,f2z(imd.r)*k,f2z(imd.b)*k),
cnv2abs(uv2wtr(uv,f2z(imd.r)*k,f2z(imd.b)*k,MLS)),
B);
vec4 imn = texture2D(TXB, uvn);
float e = f2slit(img2bw(img),0.5,0.05,0.05);
img.g = sin(img.g * TWO_PI*(0.5+MX));
if(MY<0.5) img.g = abs(img.g);
vec4 ima = mix2scr(imn,vec4(vec3(e),1.0),1.0);
vec4 imb = mix2scr(imn,img.ggga,mix(0.5,0.1,C));
vec4 imo = mix(imd, ima, A);
imo = mix(imo, imb, B);
gl_FragColor = imo;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Bluejuice
@ // v6
vec2 vtc = vTexCoord;
vec2 uv = vec2(vtc.x, 1.0-vtc.y);
float k = (1.0-MX)*0.6;
vec4 imb = texture2D(TXB, uv);
vec2 uvp = cnv2abs(uv2p(
uv2dspmd(uv,imb.r*k,imb.g*k),
MY*0.5 ));
vec4 img = texture2D(TXP, uvp);
k*=0.5;
vec4 imp = texture2D(TXP, cnv2abs(uv2p(
uv2dspmd(uv,imb.r*k*PI,imb.g*k),
MY*f2z(img.g) )));
imp.rgb = rgb2ht(imp.rgb,imp.g);
imp.rgb = mod(rgb2lt(imp.rgb,img.r),1.0);
vec2 uvo = mix(
cnv2mod(uv2exp(uv,f2z(imp.r),f2z(imp.g),f2z(imp.b))),
cnv2mod(uv2mrr(uv,imp.rgb,f2z(imp.g),f2z(imp.b))), A);
vec4 imo = texture2D(TXP,uvo);
if (C>0.5) imo = mix(tx2d(TXF,uvo),tx2d(TXP,uv),step(f2rand(img.g),0.1+R5*0.1));
vec4 imj = texture2D(TXP, uv);
imj.g = f2f(sin( imj.g * TWO_PI * (0.5+MY) ));
if (B>0.5 && (C<0.5 || R4>0.5)) imo = mix2scr(imj.ggga,imo,1.0);
else if (B>0.5 && C>0.5) imo = mix2dfr(imj.ggga,imo,1.0);
gl_FragColor = imo;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Chromeo
@ // v3
vec2 vtc = vTexCoord;
vec2 uv = vec2(vtc.x, 1.0-vtc.y);
vec2 uv2 = uv;
uv2.x = mix(uv.x, abs(0.5-uv.x), A);
vec4 imc = texture2D(TXB, uv2);
float k = 0.0+(1.0-MY)*3.0;
vec4 imd = texture2D(TXP, uv2dspmd(cnv2abs(uv),imc.r*k,imc.g*k));
vec4 imb = texture2D(TXP, uv2dspmd(cnv2abs(uv),imc.b*k,imc.r*k));
gl_FragColor = mix2scr(imb,imd,1.0);
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Deerhoof
@ // v1
vec2 vtc = vTexCoord;
vec2 uv = vec2(vtc.x, 1.0-vtc.y);
vec4 ims = texture2D(TXP, uv);
vec4 img = texture2D(TXP,
cnv2mod(uv2brl(
uv2mrr(uv,ims.rgb,0.0,MX),
(1.0-MX)*3.0)
*3.0*MY));
vec4 imo = texture2D(TXP, uv);
imo.g = sin(imo.g * TWO_PI*(0.5+MX));
imo.g = mix(imo.g,abs(imo.g),A);
imo = mix(ims,img,imo.g);
img = texture2D(TXP, uv2p(uv,0.01*(1.0-MY)));
vec4 imr = texture2D(TXP,
cnv2mod(uv2p(uv2brl(
uv2mrr(uv,img.rgb,0.0,MX),
(1.0-MX)*3.0),
0.03) ));
vec4 imc = texture2D(TXP, uv);
float k = 1.0+(1.0-MY)*3.0;
vec4 imd = texture2D(TXP, uv2dspmd(cnv2abs(uv),imc.r*k,imc.g*k));
imd = mix2sfl(imd,imr,1.0);
imo = mix(imo,imd,B);
gl_FragColor = imo;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
EU
@ // v1
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
float timer = MX*PI;
vec4 q1 = texture2D( TXP, vec2( uv.x*0.5, uv.y*0.5 ) );
vec4 q2 = texture2D( TXP, vec2( uv.x*0.5+0.5, uv.y*0.5 ) );
vec4 q3 = texture2D( TXP, vec2( uv.x*0.5, uv.y*0.5+0.5) );
vec4 q4 = texture2D( TXP, vec2( uv.x*0.5+0.5, uv.y*0.5+0.5) );
vec4 w1 = mix(q1,q2,smoothstep( abs(sin(timer*0.4))-0.1 , abs(sin(timer*0.4))+0.1 , vec4(q2.g,q2.g,q2.g,1.0) ));
vec4 w2 = mix(q2,q3,smoothstep( sin(sin(timer*0.5))-0.1 , abs(sin(timer*0.5))+0.1 , vec4(q3.g,q3.g,q3.g,1.0) ));
vec4 w3 = mix(q3,q4,smoothstep( abs(sin(timer*0.6))-0.1 , abs(sin(timer*0.6))+0.1 , vec4(q4.g,q4.g,q4.g,1.0) ));
vec4 w4 = mix(q4,q1,smoothstep( abs(sin(timer*0.7))-0.1 , abs(sin(timer*0.7))+0.1 , vec4(q1.g,q1.g,q1.g,1.0) ));
vec4 img_output;
vec4 qt = 1.0-(1.0-q1)*(1.0-q2)*(1.0-q3)*(1.0-q4);
if (A > 0.5 && B > 0.5 && C > 0.5) img_output = max(max(q1,q2),max(q3,q4));
else if (A > 0.5 && B > 0.5 && C < 0.5) img_output = mix(q1,q2,max(q3,q4));
else if (A > 0.5 && B < 0.5 && C > 0.5) img_output = mix(q1,q2,smoothstep(0.4,0.6,vec4(q3.r,q3.r,q3.r,1.0)));
else if (A > 0.5 && B < 0.5 && C < 0.5) img_output = max(max(w1,w3),max(w2,w4));
else if (A < 0.5 && B > 0.5 && C > 0.5) img_output = mix(w1,w2,max(w3,w4));
else if (A < 0.5 && B > 0.5 && C < 0.5) img_output = mix(w1,w2,smoothstep(0.4,0.6,vec4(w3.r,w3.r,w3.r,1.0)));
else if (A < 0.5 && B < 0.5 && C > 0.5) img_output = qt;
else if (A < 0.5 && B < 0.5 && C < 0.5) img_output = dot(qt.rgb, vec3(0.33333))>0.5 ? (qt-0.01)*(qt-0.01)*(qt-0.01) : 1.0 - 3.0*(1.0-qt)*(1.0-qt)*(1.0-qt);
gl_FragColor = img_output;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Floex
@ // v1
vec2 vtc = vTexCoord;
vec2 uv = vec2(vtc.x, 1.0-vtc.y);
vec4 img = texture2D(TXF, uv);
img.rgb = mix(
vec3(0.5,0.7,0.8),
vec3(1.0),
1.0-img.g);
vec4 imt = img;
img.rgb = rgb2ht(
img.rgb,
f2z(mix(
MY*0.5,
R1*1.1,
A
))
);
vec4 im2 = texture2D(TXP, uv);
float mxv = f2slit(im2.g,MX,MY*0.3,0.1);
img.rgb = mix(img.rgb,im2.rgb,mxv);
float k = 10.0*R1+1.0;
vec4 imb = texture2D(TXB, uv);
mxv = mod(im2.g/imb.g,1.0/k)*k;
imt.rgb = mix(imt.rgb,im2.rgb,mxv);
gl_FragColor = mix(img,imt,B);
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Goto80
@ // v8.2
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
vec4 imb = texture2D(TXB, uv);
float p = MY*0.5*mix(1.0,imb.r,C)*mix(1.0,0.01,B);
imb.rgb *= mix(
1.0/p*distance(uv2p(uv,p).y,uv.y-p*0.5*H2W),
1.0/p*distance(uv2p(uv,p).x,uv.x-p*0.5), A);
vec2 uvd = mix(
uv2exp(uv,0.0,0.0,imb.g),
uv2exp(uv,0.0,imb.g,0.0), A);
vec4 imd = tx2d(TXP, uvd);//cnv2abs(uvd));
imb = texture2D(TXB, uv);
imd = mix(imb,imd,a2cnv(uvd));
gl_FragColor = imd;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Hexstatic
@ // v2
vec2 uv = vec2(vTexCoord.x, (1.0-vTexCoord.y));
vec4 img = texture2D(TXP, uv);
float speed = 0.01*mix(-MY,MY,A);
float k = mix(0.0,0.01*(1.0-MX),B);
vec2 uvf = uv2exp(uv, speed, f2z(N1)*speed, f2z(N2)*speed );
uvf = mix(
uvf,
vec2(0.0,0.0),
f2f(
step(uvf.x,0.0)+step(uvf.y,0.0)+
step(1.0,uvf.x)+step(1.0,uvf.y)) );
vec4 imf = texture2D( TXF, uv2dspmd(uvf,sin(img.r*TWO_PI)*k,sin(img.b*TWO_PI)*k) );
vec2 uva = uv+vec2(f2z(R2),f2z(R3))*R1*0.3;
uva = cnv2mod(uva);
vec4 ima = texture2D( TXP, uva );
float mask = f2slit ( img2avg(ima), R1, R2*0.05, R2*0.05 );
mask += mix( 0.0, step(0.97, f2rand(img.r+N1))*N2, 1.0);
img.rgb = mix(imf.rgb,img.rgb,mask);
img.a = mix(1.0,mask,C);
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Interpol
@ // v6
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
float s = 0.1*MY;
vec2 r = vec2(R1,R2);
vec4 imr = tx2d(TXP,r);
vec3 c = rgb2hsb(imr.rgb);
vec2 pos = vec2(mod(c.r+MX,1.0),1.0-c.b);
vec2 uvs = uv+r-pos;
vec4 img = texture2D(TXP, cnv2abs(uvs));
if (A < 0.5) img.a = fg2rect(uv,pos,s,mix(0.01,1.0,B));
else if (A > 0.5) img.a = fg2circ(uv,pos,s,mix(0.01,1.0,B));
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Jetone
@ // v2
vec2 vtc = vTexCoord;
vec2 uv = vec2(vtc.x, 1.0-vtc.y);
float k2 = (1.0-MY)*0.2;
vec2 uv2 = uv2p(uv,k2);
vec4 img2 = texture2D(TXP, uv2);
vec2 uv3 = uv2p(uv, mod(img2.r,0.1)*10.0*k2+0.02);
uv3.y = mix(uv3.y,uv.y,A);
vec4 img3 = texture2D(TXP, uv3);
float k4 = 0.9;
vec4 img4 = texture2D(TXP, uv2exp(uv,0.5,f2z(img3.r)*k4,f2z(img3.b)*k4));
vec4 imo = mix(img3,img4,A);
img2.rgb = mod(img2.rgb,0.1)*10.0;
uv3 = uv2p(uv, img2.r *k2+0.04);
img3 = texture2D(TXP, uv3);
img3.rgb = mod(img3.rgb,0.2)*5.0;
k4 = MX*0.5;
float kz = f2z(img2.g)*MY;
vec2 uv4 = uv2exp(uv, kz, f2z(img3.r)*k4, f2z(img3.b)*k4*0.5);
uv4.x = mod(uv4.x,1.0);
img4 = texture2D(TXP, uv4);
imo = mix(imo,img4,B);
imo = mix2sfl(imo,img4,C);
gl_FragColor = imo;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Klaxons
@ // v1
vec2 vtc = vTexCoord;
vec2 uv = vec2(vtc.x, 1.0-vtc.y);
float k = MY*0.25;
vec4 img = texture2D(TXF, uv);
vec4 imb = texture2D(TXB, cnv2abs(uv2exp(uv,f2z(img.g)*k,f2z(img.r)*k,f2z(img.b)*k)));
k = (1.0-MX)*0.5;
vec4 imn = texture2D(TXP, cnv2abs(uv2wtr(uv,f2z(imb.r)*k,f2z(imb.b)*k,MLS)));
float e = f2slit(img2bw(img),0.5,0.01,0.05);
gl_FragColor = mix2scr(imn,vec4(vec3(e),1.0),1.0);
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Locussolus
@ // v3
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
vec4 imb = texture2D(TXB, uv);
float kx = H2W;
vec2 uvc = uv;
uvc = uvc-vec2(0.5,0.5);
uvc.x*= kx;
float ang = PI*0.5;
mat2 rot = mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
uvc = mix(uvc*rot,uvc,A);
vec2 uvr = xy2md(uvc);
uvr.y/=TWO_PI;
uvr = cnv2abs(uvr*2.0);
vec2 uvd = mix(uvr,cnv2abs(uv2tr(uvr,vec2(0.0),f2z(imb.r),1.0)),C);
vec4 imd = texture2D(TXP, uvd);
gl_FragColor = imd;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Monolake
@ // v10
vec2 uv = vec2(vTexCoord.x, (1.0-vTexCoord.y));
vec4 imb = tx2d(TXB,uv);
vec2 uvs = vec2(uv.x,MY);
float k = f2z(MX)*3.5*imb.b;
uvs.x = mix(uv.x,uv2dspxy(uvs, imb.r*k,imb.b*k).x,A);
vec4 img = texture2D(TXP, mix(cnv2mod(uvs),mix(cnv2mod(uvs),uv,step(R4,0.5)),B));
img.a = f2slit(uvs.x,R1,0.1,0.1*imb.g)
*sin(uv.x*PI);
vec2 uvd = vec2(MX,uv.y);
vec4 imd = tx2d(TXP,uvd);
imd.a = f2slit(uv.y+f2z(imb.r)*0.1,R5,0.01*R2,0.01*R2)
* f2slit(uv.x,R4,R3,0.1);
gl_FragColor = mix(img,mix(img,imd,imd.a),C);
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Neu
@ // v2
vec2 vtc = vTexCoord;
vec2 uv = vec2(vtc.x, 1.0-vtc.y);
vec4 imc = texture2D(TXP, uv);
vec4 imf = texture2D(TXF, uv);
imf.g = 1.0-imf.g;
imc.g = mix(
sin(imc.g*TWO_PI*(0.5+MX)),
sin((imc.g+imf.g)*PI*(0.5+MX)),
C);
imc.g = mix(imc.g,abs(imc.g),A);
vec4 img = texture2D(TXP, uv);
img.rgb=rgb2hsb(img.rgb);
img.rgb = sin(img.rgb*vec3(TWO_PI*(0.5+MX)));
img.g = mix(1.0-img.g, abs(1.0-img.g-imf.g), C);
gl_FragColor = mix(imc.ggga,img.bbbg,B);
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Oval
@ // v2
vec2 vtc = vTexCoord;
vec2 uv = vec2(vtc.x, 1.0-vtc.y);
vec4 imb = texture2D(TXB, uv);
vec4 img = texture2D(TXP, cnv2abs(uv+imb.rb-vec2(0.5)));
float bw = img2avg(imb);
float k = MY*6.0*pow(abs(MX-bw),2.0);
vec4 ima = texture2D(TXP, uv2dspmd(cnv2abs(uv),f2z(imb.r)*k,f2z(imb.g)*k));
vec4 imp = texture2D(TXB, uv2p(uv,0.2*imb.r));
k = 1.0-MY;
vec4 imz = texture2D(TXP, cnv2abs(uv2dspmd(uv,f2z(imp.r)*k,f2z(imp.b)*k)));
vec4 imo = mix(mix(img,ima,A),imz,B);
gl_FragColor = imo;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Periskop
@ // v3
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
float kz = 1.0 - MY;
vec2 uvz = uv2exp( uv, 1.0-kz*kz, 0.0, 0.0);
vec4 imz = texture2D(TXP, uvz );
float kr = mix(0.0,mix(MX,1.0,B),abs(A-B));
vec2 uvt = (uv-0.5+kr*0.5)/kr;
vec4 img = texture2D(TXP, uvt);
float c = MX;
float a = 1.0-f2slit(uv.x,0.5,MX,mix(0.0,c,C))*f2slit(uv.y,0.5,MX,mix(0.0,c,C));
a = mix(a2cnv(uvt),a,B);
gl_FragColor = mix(imz,img,a);
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Q-Tip
@ // v1
vec2 uv = vec2(vTexCoord.x, (1.0-vTexCoord.y));
vec4 img = texture2D(TXP, uv);
float rndX = R1 ; float rndY = R2 ;
float aimX = R3 ; float aimY = R4 ;
float time5 = mix(R5,FRC,A);
vec2 uv0 = 1.0 - uv;
vec2 uv2 = vec2(cos(time5),sin(time5)) + ( uv0-vec2(cos(time5),sin(time5)) ) / sin(time5);
float ang1 = mix(0.0,TWO_PI*R1,C);
mat2 rot1 = mat2(
cos(ang1) , -sin(ang1) ,
sin(ang1) , cos(ang1) );
float ang2 = mix(0.0,TWO_PI*R2,C);
mat2 rot2 = mat2(
cos(ang2) , -sin(ang2) ,
sin(ang2) , cos(ang2) );
vec4 img0 = texture2D(TXP, uv2 * rot1);
vec4 img1 = texture2D(TXP, vec2( rndX, rndY ));
float xShift = (img0.r*2.0-1.0) * aimX * cos(time5);
float yShift = (img0.g*2.0-1.0) * aimY * sin(time5);
vec4 img_out = texture2D(TXP, abs(1.0-abs(uv0*sin(time5) +vec2(xShift,yShift))) * rot2 );
float avg = dot(img_out.rgb, vec3(0.33333));
float isin = (sin(time5))*0.5+0.5;
float thr = smoothstep(isin,isin+0.05,avg)-smoothstep(isin+0.25,isin+0.30,avg);
img_out = mix( vec4(img1.rgb,thr*0.65), img_out, step(R1+0.5,B) );
gl_FragColor = img_out;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Royksopp
@ // v8
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
vec4 img = texture2D(TXP, uv);
vec4 imb = tx2d(TXB, uv);
float k = 0.02;
vec2 uvf = uv2dspmd(uv, f2z(imb.r)*k, imb.b*PI);
uvf = cnv2abs(uvf);
vec4 imf = tx2d(TXF, uvf);
imf.rgb = imf.rgb*mix(1.0,mix(0.9,1.1,B),A);
float b = img2bw(img);
float a = smoothstep(0.3,0.6,b);
vec4 imo = mix(imf,img,mix(a,1.0-a,B));
gl_FragColor = imo;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Sevish
@ // v2
vec2 uv = vec2(vTexCoord.x, (1.0-vTexCoord.y));
vec4 img = texture2D(TXP, uv);
float h = 0.2*MY;
img.a = mix(
f2slit(img2avg(img),z2f(sin(FRC)),h,h),
f2slit(img2avg(img),R1,h*0.5,h*0.5), A);
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Timewriter
@ // v6
vec2 uv = vec2(vTexCoord.x, (1.0-vTexCoord.y));
float z = 2.0+R3*10.0;
float ang = R4*TWO_PI;
vec2 uvz = uv*z-vec2(R1*z,R2*z)+vec2(0.5);
uvz.y /= H2W;
float k = 5.0 * B;
vec2 uvr = uvz * mat2(cos(ang+N1*k) , -sin(ang+N2*k) ,sin(ang+N3*k) , cos(ang+N4*k) );
uvr.y *= H2W; uvz.y *= H2W;
vec2 uvf = mix(uvz, uvr, A);
uvf = uv2wtr(uvf,0.1*k*f2z(R3),0.1*k*f2z(R4),MLS);
float a = step(uvf.x,1.0)*step(uvf.y,1.0)*step(0.0,uvf.x)*step(0.0,uvf.y);
vec4 img = texture2D(TXP, uvf);
a = mix(a, a * f2slit( img2avg(img), R5, 0.3 , 0.1 ), C );
img.a = a;
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Uffie
@ // v8
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
vec4 imb = tx2d(TXB,uv);
float ky = mix(f2z(MY),0.0,C);
float kx = mix(f2z(MX),0.0,C);
float kd = distance(uv/vec2(1.0,H2W),vec2(0.5+kx,0.5/H2W+ky))+ky;
uv.y = mix(kd,1.0-kd,A);
float ang = MY*f2z(imb.r);
mat2 rot = mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
uv = mix(uv,cnv2abs(uv*rot),C);
vec4 img = texture2D(TXP, cnv2abs(uv));
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Vibravoid
@ // v1
vec2 vtc = vTexCoord;
vec2 uv = vec2(vtc.x, 1.0-vtc.y);
vec4 img = texture2D(TXP, uv);
float pwr = 1.0-clamp(MY*2.0,0.0,1.0);
img = texture2D(TXP, uv2dspmd(uv, img.r*pwr, img.b));
vec4 im2 = img;
img.rgb = abs(img.rgb-vec3(0.5));
img.rgb*= vec3(4.0);
img.rgb = mod(img.rgb,vec3(1.0));
img.rgb = rgb2hsb(img.rgb);
im2.rgb = rgb2hsb(im2.rgb);
im2.rgb = sin(im2.rgb*vec3(PI));
float mxv = im2.g;
vec4 imf = texture2D(TXF,uv);
imf.g = 1.0-step(0.5,imf.g);
img = mix(img,imf.ggga,mxv).rgba;
img.rgb = rgb2ht(img.rgb,MX);
img.rgb = mix(img.rgb,abs(vec3(0.5)-img.rgb)*vec3(2.0),A);
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Workshop
@ // v1
vec2 uv = vec2(vTexCoord.x, 1.0-vTexCoord.y);
vec2 uvt = vec2(R1<0.4 ? uv.x : mod(uv.x,R4*0.1 )+R2,
R1>0.6 ? uv.y : mod(uv.y,R4*0.1*H2W)+R3);
vec4 img = texture2D( TXP, uvt );
float s = R4*0.05 + 0.01;
vec2 uvp = vec2(uv.x-mod(uv.x,s), uv.y-mod(uv.y,s*H2W));
float imp = img2avg(texture2D( TXP, uvp ));
float lvl = img2avg(texture2D( TXP, vec2(R2,R3) ));
s = R5*0.15;
img.a = f2slit ( imp, lvl, s, s );
img.a = clamp( img.a - f2slit ( img2avg(img), lvl, s, s ), 0.0,1.0);
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Xenakis
@ // v10
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
vec4 imc = texture2D(TXP, uv);
vec4 imb = texture2D(TXB, uv);
float v = (1.0-distance(uv.y,0.5)*2.0);
float k = 0.25*v;
vec2 uvh = vec2(uv.x,MY);
uvh.x = uv2dspxy(uvh,f2z(imc.r)*k,f2z(imc.b)*k).x;
uvh.x += (uv.y*f2z(R1) + R2)/H2W;
uvh = uv2dspmd(uvh,f2z(imb.r)*B,f2z(imb.b)*B);
vec4 imh = texture2D(TXP, cnv2mod(uvh));
imh.a *= f2slit(img2avg(imh),R2,0.1,0.1);
if (R3>MX*(1.0-A)) imh.rgb = imc.rgb;
gl_FragColor = imh;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Yage
@ // v1
vec2 vtc = vTexCoord;
vec2 uv = vec2(vtc.x, 1.0-vtc.y);
vec4 img = texture2D(TXP, uv);
img.rgb = mix(img.rgb,clamp(img.rgb,vec3(0.2),vec3(1.0)),B);
img.rgb = img.rgb*vec3(0.5)+vec3(0.25);
img.rgb = rgb2hsb(img.rgb);
img.g = 1.0 - img.g;
float t = img.g;
img.g = (img.g-0.5)*1.5;
img.g = mix(img.g, 1.0 - img.g, A);
vec4 imo = img.ggga;
img.g = (t-0.6)*(1.7);
img.g = mix(img.g, 1.0 - img.g, A);
img.rgb = img.gbg;
img.g *= img.r * (1.0 + MY);
img.rgb = rgb2ht(img.rgb,MX);
imo = mix(imo,img,C);
gl_FragColor = imo;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Zeebox
@ // v1
vec2 vtc = vTexCoord;
vec2 uv = vec2(vtc.x, 1.0-vtc.y);
vec4 img = texture2D(TXP, uv);
img.rgb *= vec3(5.0);
img.rgb = mod(img.rgb,vec3(1.0));
float a = img2avg(img);
a = step(a,0.5);
img.rgb = mix(vec3(a),1.0-vec3(a),B);
vec4 imf = texture2D(TXF, uv);
img.rgb = mix(img.rgb, img.rgb + vec3(1.0-imf.rgb),B);
imf.g = 1.0 - (img.g + imf.g);
vec4 imo = mix(img,imf.ggga,A);
gl_FragColor = imo;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Aeroplane
@ // v10
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
vec2 uve = uv;
uve = uv2exp(uv,-0.1*MY,0.0,0.0);
vec4 ime = tx2d(TXF, uve);
vec4 img = texture2D(TXP, uv);
vec2 uvw = cnv2abs(uv2wtr(uv,R4,R5,C*1000.0+0.5));
vec4 imw = texture2D(TXP, uvw);
float s = fg2circ(uvw,vec2(R1,R2),0.5*R3,0.1+A*0.5);
s = mix(s,f2slit(imw.g,R3,0.1,0.1+A*0.5),B);
float a = 1.0-fg2rect(uve,vec2(0.5),vec2(1.0),A*0.3+0.01);
img = mix(ime,img,clamp(a+s,0.0,1.0));
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Dungen
@ // v18
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
vec4 imc = texture2D(TXP, uv);
vec4 imb = texture2D(TXB, mix( uv, md2xy(uv),B*0.5));
float k = 2.0;
vec2 uvd = uv2dspmd(uv,imb.r*k,imb.b*k);
vec4 img = texture2D(TXP, cnv2abs(vec2(0.0,1.0)-uvd));
float a = distance(vec2(0.5),uvd)*0.5;
a = 1.0-a;
float v = (1.0-MY)*0.5+0.5;
float b = a;
a = smoothstep(v-0.01, v ,a);
float d = fg2drop(uv,R1,1.0,0.1,0.2);
a = max(a,d);
imc.rgb = vec3(f2scrv(img2bw(imc),0.2,0.0));
imc.rgb += vec3(f2z(uv2frand(uv+vec2(R1,R2)))*0.1);
img.rgb += f2z((b-0.5)*2.0)*0.5;
if (A==0.0) img = mix2ovr(img,imb,1.0);
img = mix(imc,img,a);
if (C==1.0) img.a = a;
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Enduser
@ // v10
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
vec4 img = texture2D(TXP, uv);
vec4 imf = tx2d(TXF, uv);
vec3 hsb = rgb2hsb(img.rgb);
hsb.r = mod(hsb.r+MX,1.0);
float a = step(pow(1.0-MY,2.0),hsb.r*hsb.g*abs(sin(hsb.b*PI-PI/6.0)));
vec4 bgr = vec4(0.941, 0.866, 0.835, 1.0);
bgr.rgb *= 1.0+f2z(uv2frand(uv-R2))*0.05;
if (A>0.5) img = mix(bgr,img,a);
hsb = rgb2hsb(imf.rgb);
hsb.r = mod(hsb.r+MX,1.0);
a = step(pow(1.0-MY,2.0),hsb.r*hsb.g*abs(sin(hsb.b*PI-PI/6.0)));
if (B>0.5) imf.rgb = rgb2ht(imf.rgb,-0.01);
if (C>0.5) imf.rgb -= (imf.rgb-vec3(1.0))*0.05;
imf.rgb = clamp(imf.rgb,vec3(0.0),vec3(2.0));
img = mix(img,imf,a);
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Gas
@ // v4
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
vec2 uve = uv2exp(uv,-3.0,0.0,0.0);
vec4 img = texture2D(TXP, uve);
vec2 uvf = uv2exp(uv,MY*0.1,0.0,0.0);
if(C>0.5) uvf = uv2rot(uvf,0.05);
vec4 imf = texture2D(TXF, uvf);
float f;
if (B<0.5) f = fg2circ(uve,vec2(0.5) ,0.9,A*0.5+0.01);
else f = fg2rect(uve,vec2(0.5) ,0.9,A*0.5+0.01);
img = mix(imf,img,f);
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Goldie
@ // v10
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
vec2 uvd;
float dist = 1.0;
vec2 uvo = vec2(1.0);
vec4 n;
float s;
for (float i=0.0;i<0.5;i+=0.1) {
s = 8.0+5.0*f2rand(R1+i);
uvd = uv * 3.0 - vec2(f2rand(R2+i),f2rand(R3+i))*3.0;
uvd.x *= WIDTH/HEIGHT;
dist *= (dot(uvd,uvd));
uvo *= (1.0-cnv2abs(uvd/dist));
uvo*=2.0*MY;
}
uvo = (uvo*(1.0+MY));
if (A==1.0) uvo = 1.0-uvo;
if (B==1.0 && A==0.0) uvo = cnv2mod(uvo);
if (B==1.0 && A==1.0) uvo = cnv2abs(uvo);
vec4 img = texture2D(TXP, uvo);
if (C==1.0) img = mix(tx2d(TXB,uv),img,clamp(dist,0.0,1.0));
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Infadels
@ //v8
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
float f = 0.0;
if (A==1.0) f = 1.0;
for (float i=0.0; i<0.5; i+=0.1) {
float s = 0.3*f2rand(R1+i)+0.1;
float n = s*fg2circ(uv,vec2(f2rand(R2+i),f2rand(R3+i)), s , 1.0 );
if (A==0.0) f += n;
else if (A==1.0) f *= 1.0-n;
}
if (A==0.0) f = pow(f,2.0);
else if (A==1.0) f = 1.0-f;
float d = 0.0;
if (A==1.0) d = 1.0;
for (float i=0.5; i<1.0; i+=0.1) {
float s = 0.3*f2rand(R1+i)+0.1;
float n = s*fg2circ(uv,vec2(f2rand(R2+i),f2rand(R3+i)), s , 1.0 );
if (A==0.0) d += n;
else if (A==1.0) d *= 1.0-n;
}
if (A==0.0) d = pow(d,2.0);
else if (A==1.0) d = 1.0-d;
vec2 df = vec2(d,f);
vec4 img = tx2d(TXP,cnv2abs(df*(1.0+MY*5.0)));
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Mastodon
@ // v16
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
vec4 imc = texture2D(TXP, uv);
vec2 uvd = uv * 2.0 - vec2(MX,MY)*2.0;
uvd.x *= WIDTH/HEIGHT;
float dist = dot(uvd,uvd*(1.0+MY*4.0));
float d = clamp(dist,0.0,1.0);
float t = FRC*0.1;
t = MX*2.0;
uvd = (t+uvd/dist);
uvd = cnv2abs(uv2rot(uvd,FRC*0.1));
vec4 imf = texture2D(TXF, uvd);
vec4 img = texture2D(TXP, uvd);
if (A==1.0) imc = mix2ovr(imc,imc,0.7);
if (B==1.0) imf.a *= img2bw(imf);
if (A==1.0) img = mix2ovr(imf,img,(d)*f2scrv(img2bw(imc),0.5,0.0));
if (C==0.0) img = mix(img,imc,f2scrv( (1.0-d),0.8,0.0));
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Meanderthals
@ // v8
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
vec2 uve = uv2exp(uv,-1.0-3.0*R3,f2z(R1),f2z(R2));
vec2 uvs = uv2rot(uv2exp(uv,-0.1,0.0,0.0),R4*PI)+vec2(R1);
if (A<0.5) uvs = cnv2abs(uvs);
else uvs = cnv2mod(uvs);
vec4 ime = texture2D(TXP, uve);
vec4 ims = texture2D(TXF, uvs);
float a = f2slit(ime.g,R2,0.5*R3,0.1);
vec4 imo = mix(ims,ime,a2cnv(uve)*mix(1.0,a,B));
gl_FragColor = imo;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Morphine
@ // v15
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
float l = img2bw(texture2D(TXB, uv));
vec2 uvr = uv;
if (A>0.5) uvr = uv2rot(uv,f2z(mix(N4,R4,B))*PI);
vec2 uve = uv2exp(uvr,-5.0*R1,f2z(R2),f2z(R3));
uve = uv2wav(uve,0.015,R2,R3);
vec4 img = texture2D(TXP, uve);
vec2 uvf = uv2exp(uv,f2z(MY)*0.04,0.0,0.0);
vec4 imf = texture2D(TXF, uvf);
float s = f2slit(img.g,R5,R4*0.1,R4*0.1);
float r = fg2rect(uve,vec2(0.5),1.1/H2W,0.02);
r = clamp(r+1.0-a2cnv(uvf),0.0,1.0);
float d = fg2dash(uve,R1,0.75,0.05,0.1);
float q = fg2drop(uve,R1,1.0,0.075,0.1);
float a = clamp(s-r+(q*R4+d*R5),0.0,1.0);
img.rgb *= 1.0 + f2z(l)*0.5 + (1.0-l)*f2z(uv2frand(uv-R2))*0.15;
img = mix ( mix(imf,img,a) , mix2ovr(imf,img,a) , step(R3*R5,0.2)*(1.0-2.0*distance(img2avg(imf),0.5)));
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Pictures
@ // v9.8
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
vec4 img = texture2D(TXP, uv);
vec2 pos = vec2(R1,R2);
vec2 uvw = uv;
float kx = (1.0-C*0.5)*R4+C*0.5;
float ky = (1.0-C*0.5)*R5+C*0.5;
float t = R3*10.0+C*1000.0;
kx = kx*2.0+0.01;
vec2 t1 = vec2(kx,ky);
vec2 t2 = uvw;
for(int i=1; i<10; i++) {
t2.x+=0.3/float(i)*sin(float(i)*3.0*t2.y+t*kx)+t1.x;
t2.y+=0.3/float(i)*cos(float(i)*3.0*t2.x+t*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;
uvw = uvw +(tc1.rb*vec2(2.0)-vec2(1.0))*ky;
uvw = cnv2abs(uvw);
float a = fg2circ(mix(uv,uvw,max(B,C)),pos,R4*0.4+0.1,mix(1.0-R5*0.5*max(B,C),0.1,A));
img.a = a;
gl_FragColor = img;
`+/*-------------------------------------------------------------------------------------------------------*/`###`+`
Spirallianz
@ // v14