|
@ -1,7 +1,7 @@ |
|
|
<!DOCTYPE html> |
|
|
<!DOCTYPE html> |
|
|
<html lang="de"> |
|
|
<html lang="de"> |
|
|
<head> |
|
|
<head> |
|
|
<title>Sub Factory</title> |
|
|
<title>Subfactory</title> |
|
|
<a id="focus" href="#focus"></a> |
|
|
<a id="focus" href="#focus"></a> |
|
|
<meta http-equiv="content-type" content="text/html; charset=UTF-8"> |
|
|
<meta http-equiv="content-type" content="text/html; charset=UTF-8"> |
|
|
<meta charset="utf-8"> |
|
|
<meta charset="utf-8"> |
|
@ -10,6 +10,11 @@ |
|
|
<link rel="icon" type="image/png" href="./resources/favicon.png"> |
|
|
<link rel="icon" type="image/png" href="./resources/favicon.png"> |
|
|
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/4.0.0/css/bootstrap.min.css"> |
|
|
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/4.0.0/css/bootstrap.min.css"> |
|
|
<link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.3/css/all.css"> |
|
|
<link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.3/css/all.css"> |
|
|
|
|
|
<!-- <link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Orbitron">--> |
|
|
|
|
|
<!-- <link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Orbitron">--> |
|
|
|
|
|
<!-- <link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Goldman">--> |
|
|
|
|
|
<!-- <link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Silkscreen">--> |
|
|
|
|
|
<link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Michroma"> |
|
|
|
|
|
|
|
|
<link rel="stylesheet" href="css/fontred.css"> |
|
|
<link rel="stylesheet" href="css/fontred.css"> |
|
|
|
|
|
|
|
@ -89,23 +94,23 @@ |
|
|
float val = sin(noiseVal * time + (sin(time) * time / 10.)); |
|
|
float val = sin(noiseVal * time + (sin(time) * time / 10.)); |
|
|
val = 18./time2/val; |
|
|
val = 18./time2/val; |
|
|
val *= 0.25; |
|
|
val *= 0.25; |
|
|
fragColor.rgba = vec4(val,0.,0.,1.0); |
|
|
fragColor.rgba = vec4(val, 0., 0., 1.0); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
void hallucinate_2(out vec4 fragColor, in vec2 fragCoord) { |
|
|
void hallucinate_2(out vec4 fragColor, in vec2 fragCoord) { |
|
|
vec2 uv = fragCoord.xy / iResolution.y; |
|
|
vec2 uv = fragCoord.xy / iResolution.y; |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
|
|
|
|
|
|
float time = 30.+(3. * pow(cos(iTime / 23000.),2.)); |
|
|
float time = 30.+(3. * pow(cos(iTime / 23000.), 2.)); |
|
|
|
|
|
|
|
|
float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
|
float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
|
float time2 = 3.+(3000. * pow(cos(iTime / noiseVal/3000.),2.)); |
|
|
float time2 = 3.+(3000. * pow(cos(iTime / noiseVal/3000.), 2.)); |
|
|
// float noiseVal = 0.5 + 0.1 + (time/100.) * Pseudo3dNoise(vec3(uv * (6. + (0.07 * uvm.x)), time/10.)); |
|
|
// float noiseVal = 0.5 + 0.1 + (time/100.) * Pseudo3dNoise(vec3(uv * (6. + (0.07 * uvm.x)), time/10.)); |
|
|
|
|
|
|
|
|
float val = sin(noiseVal * time + (sin(time) * time / 10.)); |
|
|
float val = sin(noiseVal * time + (sin(time) * time / 10.)); |
|
|
val = 2./time2/val; |
|
|
val = 2./time2/val; |
|
|
val *= 0.4; |
|
|
val *= 0.4; |
|
|
fragColor.rgba = vec4(val,0.,0.,1.0); |
|
|
fragColor.rgba = vec4(val, 0., 0., 1.0); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
void bentorbits(out vec4 fragColor, in vec2 fragCoord) { |
|
|
void bentorbits(out vec4 fragColor, in vec2 fragCoord) { |
|
@ -122,7 +127,7 @@ |
|
|
float val = fsin(noiseVal * time + (fsin(time) * time / 10.)); |
|
|
float val = fsin(noiseVal * time + (fsin(time) * time / 10.)); |
|
|
val =180./time2/val; |
|
|
val =180./time2/val; |
|
|
val *= 0.1; |
|
|
val *= 0.1; |
|
|
fragColor.rgba = vec4(val,0.,0.,1.0); |
|
|
fragColor.rgba = vec4(val, 0., 0., 1.0); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
void debris(out vec4 fragColor, in vec2 fragCoord) { |
|
|
void debris(out vec4 fragColor, in vec2 fragCoord) { |
|
@ -130,7 +135,7 @@ |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
|
|
|
|
|
|
float tstart = 300000. + iTime; |
|
|
float tstart = 300000. + iTime; |
|
|
float t = 300000.+ pow(tstart,2.)*1000.; |
|
|
float t = 300000.+ pow(tstart, 2.)*1000.; |
|
|
float time = 400.98 - (.33 * mod(pow(sin(t * 1500000.), 2.), 1.)); |
|
|
float time = 400.98 - (.33 * mod(pow(sin(t * 1500000.), 2.), 1.)); |
|
|
|
|
|
|
|
|
float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
|
float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
@ -146,17 +151,17 @@ |
|
|
vec2 uv = fragCoord.xy / iResolution.y; |
|
|
vec2 uv = fragCoord.xy / iResolution.y; |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
|
|
|
|
|
|
float time = 0.98+(20. * pow(cos(iTime / 200000.),2.)); |
|
|
float time = 0.98+(20. * pow(cos(iTime / 200000.), 2.)); |
|
|
|
|
|
|
|
|
float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
|
float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
|
// float noiseVal = 0.5 + 0.1 + (time/100.) * Pseudo3dNoise(vec3(uv * (6. + (0.07 * uvm.x)), time/1.)); |
|
|
// float noiseVal = 0.5 + 0.1 + (time/100.) * Pseudo3dNoise(vec3(uv * (6. + (0.07 * uvm.x)), time/1.)); |
|
|
float time2 = 3.+(3000. * pow(cos(iTime / noiseVal/440000.),2.)); |
|
|
float time2 = 3.+(3000. * pow(cos(iTime / noiseVal/440000.), 2.)); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float val = sin(noiseVal * time + (sin(time) * time / 10.)); |
|
|
float val = sin(noiseVal * time + (sin(time) * time / 10.)); |
|
|
val = 18./time2/val; |
|
|
val = 18./time2/val; |
|
|
val *= 0.12; |
|
|
val *= 0.12; |
|
|
fragColor.rgba = vec4(val,0.,0.,1.0); |
|
|
fragColor.rgba = vec4(val, 0., 0., 1.0); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
@ -165,7 +170,7 @@ |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
|
|
|
|
|
|
float tstart = 600. + iTime; |
|
|
float tstart = 600. + iTime; |
|
|
float t = pow(tstart,1.9)*100.; |
|
|
float t = pow(tstart, 1.9)*100.; |
|
|
float time = 0.98 - (.33 * mod(pow(sin(t * 1500.), 2.), 1.)); |
|
|
float time = 0.98 - (.33 * mod(pow(sin(t * 1500.), 2.), 1.)); |
|
|
|
|
|
|
|
|
// float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
|
// float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
@ -174,7 +179,7 @@ |
|
|
// float time2 = 10000. - (20000. * pow(cos(t * noiseVal/10.), 2.)); |
|
|
// float time2 = 10000. - (20000. * pow(cos(t * noiseVal/10.), 2.)); |
|
|
|
|
|
|
|
|
float val = sin((noiseVal * time + (sin(time2*100.) * time2/100000000.))/.001); |
|
|
float val = sin((noiseVal * time + (sin(time2*100.) * time2/100000000.))/.001); |
|
|
val =smoothstep(0.,t/100000000.,0.001*time2/val); |
|
|
val =smoothstep(0., t/100000000., 0.001*time2/val); |
|
|
val *= 0.3; |
|
|
val *= 0.3; |
|
|
fragColor.rgba = vec4(val, 0., 0., 1.0); |
|
|
fragColor.rgba = vec4(val, 0., 0., 1.0); |
|
|
} |
|
|
} |
|
@ -212,7 +217,7 @@ |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
|
|
|
|
|
|
float tstart = 6000. + iTime; |
|
|
float tstart = 6000. + iTime; |
|
|
float t = pow(tstart,2.)*100.; |
|
|
float t = pow(tstart, 2.)*100.; |
|
|
float time = 0.98 - (.33 * mod(pow(sin(t * 1500.), 2.), 1.)); |
|
|
float time = 0.98 - (.33 * mod(pow(sin(t * 1500.), 2.), 1.)); |
|
|
|
|
|
|
|
|
// float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
|
// float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
@ -221,7 +226,7 @@ |
|
|
// float time2 = 10000. - (20000. * pow(cos(t * noiseVal/10.), 2.)); |
|
|
// float time2 = 10000. - (20000. * pow(cos(t * noiseVal/10.), 2.)); |
|
|
|
|
|
|
|
|
float val = sin((noiseVal * time + (sin(time2*100.) * time2/100000000.))/.001); |
|
|
float val = sin((noiseVal * time + (sin(time2*100.) * time2/100000000.))/.001); |
|
|
fragColor.rgba = vec4(smoothstep(0.,t/100000000.,0.001*time2/val), 0., 0., 1.0); |
|
|
fragColor.rgba = vec4(smoothstep(0., t/100000000., 0.001*time2/val), 0., 0., 1.0); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
void flashbang(out vec4 fragColor, in vec2 fragCoord) { |
|
|
void flashbang(out vec4 fragColor, in vec2 fragCoord) { |
|
@ -229,7 +234,7 @@ |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
|
|
|
|
|
|
float tstart = 600. + iTime; |
|
|
float tstart = 600. + iTime; |
|
|
float t = pow(tstart,2.)*100.; |
|
|
float t = pow(tstart, 2.)*100.; |
|
|
float time = 0.98 - (.33 * mod(pow(sin(t * 1500.), 2.), 1.)); |
|
|
float time = 0.98 - (.33 * mod(pow(sin(t * 1500.), 2.), 1.)); |
|
|
|
|
|
|
|
|
// float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
|
// float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
@ -238,14 +243,14 @@ |
|
|
// float time2 = 10000. - (20000. * pow(cos(t * noiseVal/10.), 2.)); |
|
|
// float time2 = 10000. - (20000. * pow(cos(t * noiseVal/10.), 2.)); |
|
|
|
|
|
|
|
|
float val = sin((noiseVal * time + (sin(time2*100.) * time2/100000000.))/.001); |
|
|
float val = sin((noiseVal * time + (sin(time2*100.) * time2/100000000.))/.001); |
|
|
fragColor.rgba = vec4(smoothstep(0.,t/100000000.,0.001*time2/val), 0., 0., 1.0); |
|
|
fragColor.rgba = vec4(smoothstep(0., t/100000000., 0.001*time2/val), 0., 0., 1.0); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
void glitchbang(out vec4 fragColor, in vec2 fragCoord) { |
|
|
void glitchbang(out vec4 fragColor, in vec2 fragCoord) { |
|
|
vec2 uv = fragCoord.xy / iResolution.y; |
|
|
vec2 uv = fragCoord.xy / iResolution.y; |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
|
|
|
|
|
|
float t = pow(iTime,3.0); |
|
|
float t = pow(iTime, 3.0); |
|
|
float time = 20.98+(t/2000000.) - (11111111.33 * mod(pow(fsin(t / 150000.), 2.), 1.)); |
|
|
float time = 20.98+(t/2000000.) - (11111111.33 * mod(pow(fsin(t / 150000.), 2.), 1.)); |
|
|
|
|
|
|
|
|
float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
|
float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
@ -261,7 +266,7 @@ |
|
|
vec2 uv = fragCoord.xy / iResolution.y; |
|
|
vec2 uv = fragCoord.xy / iResolution.y; |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
|
|
|
|
|
|
float t = 100000000000000000000./pow(iTime,4.0); |
|
|
float t = 100000000000000000000./pow(iTime, 4.0); |
|
|
float time = 20.98 - (11111111.33 * mod(pow(fsin(t / 150000.), 2.), 1.)); |
|
|
float time = 20.98 - (11111111.33 * mod(pow(fsin(t / 150000.), 2.), 1.)); |
|
|
|
|
|
|
|
|
float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
|
float noiseVal = Pseudo3dNoise(vec3(uv, time)); |
|
@ -278,7 +283,7 @@ |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
vec2 uvm = iMouse.xy / iResolution.y; |
|
|
|
|
|
|
|
|
float tstart = 2000. + iTime; |
|
|
float tstart = 2000. + iTime; |
|
|
float t = pow(tstart,1.9)*100.; |
|
|
float t = pow(tstart, 1.9)*100.; |
|
|
float time = 0.98 - (.33 * mod(pow(sin(t * 1500.), 2.), 1.)); |
|
|
float time = 0.98 - (.33 * mod(pow(sin(t * 1500.), 2.), 1.)); |
|
|
|
|
|
|
|
|
float noiseVal = Pseudo3dNoise(vec3(uv*20., time/1000.)); |
|
|
float noiseVal = Pseudo3dNoise(vec3(uv*20., time/1000.)); |
|
@ -288,7 +293,7 @@ |
|
|
// float time2 = 10000. - (20000. * pow(cos(t * noiseVal/10.), 2.)); |
|
|
// float time2 = 10000. - (20000. * pow(cos(t * noiseVal/10.), 2.)); |
|
|
|
|
|
|
|
|
float val = sin((noiseVal * time + (sin(time2*100.) * time2/100000000.))/.001); |
|
|
float val = sin((noiseVal * time + (sin(time2*100.) * time2/100000000.))/.001); |
|
|
val = smoothstep(0.,t/100000000.,0.001*time2/val); |
|
|
val = smoothstep(0., t/100000000., 0.001*time2/val); |
|
|
val *= 0.3; |
|
|
val *= 0.3; |
|
|
fragColor.rgba = vec4(val, 0., 0., 1.0); |
|
|
fragColor.rgba = vec4(val, 0., 0., 1.0); |
|
|
} |
|
|
} |
|
@ -338,46 +343,46 @@ |
|
|
|
|
|
|
|
|
void main() { |
|
|
void main() { |
|
|
// monday |
|
|
// monday |
|
|
if(shadervariation == 1) { |
|
|
if (shadervariation == 1) { |
|
|
noiseinfection(gl_FragColor, gl_FragCoord.xy); |
|
|
noiseinfection(gl_FragColor, gl_FragCoord.xy); |
|
|
} |
|
|
} |
|
|
// tuesday |
|
|
// tuesday |
|
|
if(shadervariation == 2) { |
|
|
if (shadervariation == 2) { |
|
|
hallucinate_1(gl_FragColor, gl_FragCoord.xy); |
|
|
hallucinate_1(gl_FragColor, gl_FragCoord.xy); |
|
|
} |
|
|
} |
|
|
// wednesday |
|
|
// wednesday |
|
|
if(shadervariation == 3) { |
|
|
if (shadervariation == 3) { |
|
|
camousmudgy(gl_FragColor, gl_FragCoord.xy); |
|
|
camousmudgy(gl_FragColor, gl_FragCoord.xy); |
|
|
} |
|
|
} |
|
|
// thursday |
|
|
// thursday |
|
|
if(shadervariation == 4) { |
|
|
if (shadervariation == 4) { |
|
|
flashsmudgy(gl_FragColor, gl_FragCoord.xy); |
|
|
flashsmudgy(gl_FragColor, gl_FragCoord.xy); |
|
|
} |
|
|
} |
|
|
// friday |
|
|
// friday |
|
|
if(shadervariation == 5) { |
|
|
if (shadervariation == 5) { |
|
|
hallucinate_2(gl_FragColor, gl_FragCoord.xy); |
|
|
hallucinate_2(gl_FragColor, gl_FragCoord.xy); |
|
|
} |
|
|
} |
|
|
// event-soon |
|
|
// event-soon |
|
|
if(shadervariation == 6) { |
|
|
if (shadervariation == 6) { |
|
|
orion(gl_FragColor, gl_FragCoord.xy); |
|
|
orion(gl_FragColor, gl_FragCoord.xy); |
|
|
} |
|
|
} |
|
|
// event-on |
|
|
// event-on |
|
|
if(shadervariation == 7) { |
|
|
if (shadervariation == 7) { |
|
|
jitterbang(gl_FragColor, gl_FragCoord.xy); |
|
|
jitterbang(gl_FragColor, gl_FragCoord.xy); |
|
|
} |
|
|
} |
|
|
// event-primetime |
|
|
// event-primetime |
|
|
if(shadervariation == 8) { |
|
|
if (shadervariation == 8) { |
|
|
flashbang(gl_FragColor, gl_FragCoord.xy); |
|
|
flashbang(gl_FragColor, gl_FragCoord.xy); |
|
|
} |
|
|
} |
|
|
// event-over |
|
|
// event-over |
|
|
if(shadervariation == 9) { |
|
|
if (shadervariation == 9) { |
|
|
tvshutdown(gl_FragColor, gl_FragCoord.xy); |
|
|
tvshutdown(gl_FragColor, gl_FragCoord.xy); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
// debris(gl_FragColor, gl_FragCoord.xy); |
|
|
// debris(gl_FragColor, gl_FragCoord.xy); |
|
|
// decorationgoeslsd(gl_FragColor, gl_FragCoord.xy); |
|
|
// decorationgoeslsd(gl_FragColor, gl_FragCoord.xy); |
|
|
// bentorbits(gl_FragColor, gl_FragCoord.xy); |
|
|
// bentorbits(gl_FragColor, gl_FragCoord.xy); |
|
|
// interfields(gl_FragColor, gl_FragCoord.xy); |
|
|
// interfields(gl_FragColor, gl_FragCoord.xy); |
|
|
} |
|
|
} |
|
|
</script> |
|
|
</script> |
|
|
</head> |
|
|
</head> |
|
|