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Diffstat (limited to 'doc')
| -rw-r--r-- | doc/shaderz.txt | 168 |
1 files changed, 168 insertions, 0 deletions
diff --git a/doc/shaderz.txt b/doc/shaderz.txt index 53a5f84..f1af1d8 100644 --- a/doc/shaderz.txt +++ b/doc/shaderz.txt @@ -103,3 +103,171 @@ lex.char=' .,"+/>OXEN'[(floor(dd))] lex.fg = [3,9][floor(d3)] lex.bg=1 + +many cool shaders are possible with this technique.. changing the char +gradient (lex.char=...) etc. i love how the dots move on v4. + +this is a variation that looks like a bunch of ships flying across the screen. +has a really cool 3d look to it cuz the rows move at different speeds. + +period = sin(y) + +t/=-100 +d = sinp( (dist(x/2+w/4, y, w/2, h/2) + t) * period ) +dd = d * 10.5 +d3 = dd < 8 ? 0 : 1 + +lex.char=' .,"+/>\^+'[(floor(dd))] +lex.fg = [3,9][floor(d3)] +lex.bg=1 + + +>> "stars" brush.. set your brush to paint just the character "#" + +if (lex.char == "#") { + lex.fg = hue(randint(15)) + lex.char = random() > 0.1 ? " " : "+@*.,\"+'*-"[randint(10)] +} + + +>> use fg char to mask mask what you're drawing on the bg + +if (lex.char != "/") { lex.bg = 1 } + + +>> concentric circles with a wavy "sunburst" pattern going around them + + +x -= w/2 +y -= h/2 + +x /= h +y /= h/2 + 2 + +r = dist(x,y,0,0) +ang = angle(x,y,0,0) + +if (r < 0.6) { + if (abs(mod(sin((r*t)/100000000000) + ang*18,TWO_PI)) < 2) + lex.bg = 12 + else + lex.bg = 5 +} +else if (r < 0.65) + lex.bg = 4 +else if (abs(mod(sin((r*t)/100000000000) + ang*18,TWO_PI)) < 2) + lex.bg = 7 +else + lex.bg = 8 + + +>> slash-based interference patterns + +if (x > h*2) x=h-x +y-=h/2 +t/=2000 + +if (sin(x-y*t) > 0) { + lex.bg=1 + lex.fg=4 + lex.char= Math.floor(x-y*10001+t)%2 ? '\/' : '\\' +} +else { + lex.bg=1 + lex.fg=9 + lex.char= Math.floor(3*x+y+t)%2 ? '\\' : ' ' +} + + +>> sparkling stars + +if (lex.char != " ") { + lex.fg =floor( Math.random()*10 ) + var az="Xx+*" + lex.char=az[floor(az.indexOf(lex.char)+ t/10000000 +Math.random())%az.length] +} + + +>> clashing contrast text.. + +First, make a canvas that's totally white. + +Run this shader: + +if (lex.bg == 0) { + lex.bg = ((x)%2) ? 15 : 14 +} + +Then set your brush to a white square. + +Run this shader w/ animate: + +if (lex.bg == 0) { + lex.bg = ((x)%2) ? 0 : 1 +} + + +>> glitch shader - produces odd combinations of fg/bg + +lex.char=String.fromCharCode(lex.char.charCodeAt(0)+1) +lex.bg+=7 +lex.fg+=5 + + +>> coogi x/y doodle + +xx=x +t/=1000 +x/=w/2 +y/=h/2 +y-=1 +x-=1 +x*=x-sin(y/t) +y*=1 + + lex.bg = 1 // gray( sin(x/(y/3-1)+t) + sin(y/4+t) ) + lex.fg = hue( sin((y/5)+t) - cos(x*t) *5 ) + lex.char = " _.,:;\"~| "[Math.round(xx*(y+1+(x+t/102)/4)*13)%13] + + +>> dots / lines shader + + xx = ((t/10*x)*y/10)%8 + lex.bg = colors.black + lex.fg = green(x*3+y*5) + lex.char = ((xx%1) !== 0) ? " " : " .,;=+!@"[xx] + + +>> munching squares horizon + +t/=100 +y+=10 +x-=w/2 +x/=y/10 +lex.bg=hue((x^y)+t) + + +>> sharded glitch brush + +Example: http://asdf.us/z/kksnvs.png + +Use on a brush: + +lex.bg = t/y/x +lex.opacity = lex.bg % 1 ? 0 : 1 + + +>> incremental brush + +Set your brush to be the ^ character, square, about 10x10 +Draw "char" only +Then animate this shader on the canvas: + +if (lex.char=="^") { + lex.bg += 1 + lex.char = " " +} +lex.bg += 1 + + + |
