#define GLSLIFY 1 //Sol LeWitt Wall Drawing. //https://massmoca.org/sol-lewitt/ //https://observer.com/2012/10/here-are-the-instructions-for-sol-lewitts-1971-wall-drawing-for-the-school-of-the-mfa-boston/ //https://publicdelivery.org/sol-lewitt-wall-drawings/ //https://illmindofryza1.wordpress.com/2016/08/17/sol-lewitt-wall-painting-118/ uniform float time; uniform vec2 resolution; float noise3D(vec3 p){ return fract(sin(dot(p,vec3(12.9898,78.233,128.852)))*43758.5453)*2.-1.; } float simplex3D(vec3 p){ float f3=1./3.; float s=(p.x+p.y+p.z)*f3; int i=int(floor(p.x+s)); int j=int(floor(p.y+s)); int k=int(floor(p.z+s)); float g3=1./6.; float t=float((i+j+k))*g3; float x0=float(i)-t; float y0=float(j)-t; float z0=float(k)-t; x0=p.x-x0; y0=p.y-y0; z0=p.z-z0; int i1,j1,k1; int i2,j2,k2; if(x0>=y0) { if(y0>=z0){i1=1;j1=0;k1=0;i2=1;j2=1;k2=0;}// X Y Z order else if(x0>=z0){i1=1;j1=0;k1=0;i2=1;j2=0;k2=1;}// X Z Y order else{i1=0;j1=0;k1=1;i2=1;j2=0;k2=1;}// Z X Z order } else { if(y0<z0){i1=0;j1=0;k1=1;i2=0;j2=1;k2=1;}// Z Y X order else if(x0<z0){i1=0;j1=1;k1=0;i2=0;j2=1;k2=1;}// Y Z X order else{i1=0;j1=1;k1=0;i2=1;j2=1;k2=0;}// Y X Z order } float x1=x0-float(i1)+g3; float y1=y0-float(j1)+g3; float z1=z0-float(k1)+g3; float x2=x0-float(i2)+2.*g3; float y2=y0-float(j2)+2.*g3; float z2=z0-float(k2)+2.*g3; float x3=x0-1.+3.*g3; float y3=y0-1.+3.*g3; float z3=z0-1.+3.*g3; vec3 ijk0=vec3(i,j,k); vec3 ijk1=vec3(i+i1,j+j1,k+k1); vec3 ijk2=vec3(i+i2,j+j2,k+k2); vec3 ijk3=vec3(i+1,j+1,k+1); vec3 gr0=normalize(vec3(noise3D(ijk0),noise3D(ijk0*2.01),noise3D(ijk0*2.02))); vec3 gr1=normalize(vec3(noise3D(ijk1),noise3D(ijk1*2.01),noise3D(ijk1*2.02))); vec3 gr2=normalize(vec3(noise3D(ijk2),noise3D(ijk2*2.01),noise3D(ijk2*2.02))); vec3 gr3=normalize(vec3(noise3D(ijk3),noise3D(ijk3*2.01),noise3D(ijk3*2.02))); float n0=0.; float n1=0.; float n2=0.; float n3=0.; float t0=.5-x0*x0-y0*y0-z0*z0; if(t0>=0.) { t0*=t0; n0=t0*t0*dot(gr0,vec3(x0,y0,z0)); } float t1=.5-x1*x1-y1*y1-z1*z1; if(t1>=0.) { t1*=t1; n1=t1*t1*dot(gr1,vec3(x1,y1,z1)); } float t2=.5-x2*x2-y2*y2-z2*z2; if(t2>=0.) { t2*=t2; n2=t2*t2*dot(gr2,vec3(x2,y2,z2)); } float t3=.5-x3*x3-y3*y3-z3*z3; if(t3>=0.) { t3*=t3; n3=t3*t3*dot(gr3,vec3(x3,y3,z3)); } return 96.*(n0+n1+n2+n3); } const float PI=3.14; const int paletteSize=7; const vec3[paletteSize]palette=vec3[]( vec3(.87,.84,.85),//bg vec3(.73,.06,.16), vec3(.14,.56,.29), vec3(.85,.07,.13), vec3(.16,.37,.63), vec3(.30,.20,.50), vec3(.95,.62,.20) ); //https://www.youtube.com/watch?v=62-pRVZuS5c float sdBox(in vec2 p,in vec2 b){ vec2 d=abs(p)-b; return length(max(d,0.))+min(max(d.x,d.y),0.); } //https://www.shadertoy.com/view/3lVGWt mat2 rotationMatrix(float angle){ angle*=PI/180.; float s=sin(angle),c=cos(angle); return mat2(c,-s,s,c); } void main(){ vec2 uv=gl_FragCoord.xy/resolution.xy; vec3 col=palette[0]; vec2 fRes=resolution.yy; vec2 fUv=gl_FragCoord.xy/fRes; float h=floor(fUv.x+time*.1); vec2 fhUv=mod(vec2(fUv.x+time*.1,fUv.y),vec2(1.)); vec2 wfUv=fUv; wfUv.y+=sin(wfUv.x*3.)*.2; wfUv*=rotationMatrix(simplex3D(vec3(h+15.42,5.262,21.262))*360.); int stripeY=int(floor(wfUv.y*10.+time*.5)); int stripeX=int(floor(wfUv.x*5.+simplex3D(vec3(float(stripeY)*14.3727+time*.1)))); vec3 b1Col=palette[int(mod(float(stripeY+stripeX),float(paletteSize)-1.)+1.)]; vec2 b1Uv=(fhUv-vec2(.5))*vec2(2.15,2.25); float b1Sd=sdBox(b1Uv,vec2(1.)); col=mix(col,b1Col,step(b1Sd,0.)); gl_FragColor=vec4(col,1.); }