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Hallo, ich wollte mit der ShaderUtil von DiZe mal ein wenig rumprobieren,
Wenn ich diesen Code
Wenn ich diesen Code
Aber Benutze is das ganze nicht zentriert bzw, animiert woran liegt das?private static final String FRAGMENTSHADER = "#ifdef GL_ES\r\n" + "\r\n" + "precision mediump float;\r\n" + "\r\n" + "#endif\r\n" + "\r\n" + "uniform float time;\r\n" + "\r\n" + "uniform vec2 resolution;\r\n" + "\r\n" + "#define PI 3.14159265359\r\n" + "\r\n" + "#define T (time / 0.4)\r\n" + "\r\n" + "vec3 hsv2rgb(vec3 c) {\r\n" + "\r\n" + "vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 4.0);\r\n" + "\r\n" + "vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\r\n" + "\r\n" + "return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\r\n" + "\r\n" + "}\r\n" + "\r\n" + "void main(void) {\r\n" + "\r\n" + "vec2 position = (( gl_FragCoord.xy / resolution.xy ) - 0.5);\r\n" + "\r\n" + "position.x *= resolution.x / resolution.y;\r\n" + "\r\n" + "vec3 color = vec3(0.);\r\n" + "\r\n" + "for (float i = 0.; i < PI*2.0; i += PI/20.0) {\r\n" + "\r\n" + "vec2 p = position - vec2(cos(i), sin(i)) * 0.15;\r\n" + "\r\n" + "vec3 col = hsv2rgb(vec3((i + T)/(PI*2.0), 1., 1));\r\n" + "\r\n" + "color += col * (1./512.) / length(p);\r\n" + "\r\n" + "}\r\n" + "\r\n" + "gl_FragColor = vec4( color, 1.0 );\r\n" + "\r\n" + "}";
private static final String VERTEXSHADER = "attribute vec3 position;\r\n" + "\r\n" + "void main() {\r\n" + "\r\n" + "gl_Position = vec4( position, 1.0 );\r\n" + "\r\n" + "}";