2017_15 Create patterns more efficiently in the fragment shader

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@madebycraig
2017_15 Create patterns more efficiently in the fragment shader
2017_14
More patterns with rotation matrices in the frag shader
2017_13
Combining powers to draw shapes inside the fragment shader.
2017_12
Playing around with drawing shapes using polar coordinates inside the fragment shader.
2017_11
Psychedelia. Exploring a bit of colour in combination with distance fields inside the fragment shader.
2017_10
Sticking with drawing simple shapes inside the fragment shader - this time the circle. Not sure where the glitchy artifacts at the beginning of the video are coming from, probably residual data left over in the buffer that isn’t getting cleared, but I like it.
2017_9
Could’ve (should’ve) moved on from yesterday’s sketch, but I just had too much fun with the visual outcomes of experimenting with time, motion and contrast
2017_8
Learning to draw simple geometry inside the fragment shader - today, the mighty square.
2017_7
More tentacles. Taking the easy road today
2017_6
Creating shapes using polar coordinates in the fragment shader.
Playing around with forces and mesh regeneration in Cinder.
2017_5
Playing around with shaping functions to distort time and colour spectrum in the fragment shader
2017_4
Created a rotating colour wheel using polar coordinates inside the fragment shader.
2017_3
Converting RGB colour to HSB inside the fragment shader
2017_2
Using custom shaping functions to blend 2 colours using mix() inside the fragment shader, where the third parameter is a vec3 and each channel is being animated separately.
2017_1
very simple exploration of easing functions to transition between two solid colours inside the fragment shader:
float backInOut(float t) { float f = t < 0.5 ? 2.0 * t : 1.0 - (2.0 * t - 1.0); float g = pow(f, 3.0) - f * sin(f * PI); return t < 0.5 ? 0.5 * g : 0.5 * (1.0 - g) + 0.5; }
2017_0
Day #0 of a new Everyday Challenge ( GLSL experiments ).
Exploring the step() and smoothstep() methods inside the fragment shader.