This code is a fragment shader that generates a colorful...

March 29, 2023 at 09:49 AM

precision highp float; #define PI 3.1415 #define PI2 PI * 2. #define saturate(a) clamp(a, 0., 1.) float field(float d, float l, float lb, float pl, float r, float rb) { return smoothstep(l, l - lb, d) * smoothstep(r, r + rb, pl) * pow(smoothstep(r, r + rb, d), .7); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord/iResolution.xy; vec2 p = uv * 2. - 1.; p.y *= iResolution.y / iResolution.x; float a = atan(p.y, p.x) + PI; float r = PI2 / float(8.); float d = cos(floor(.5 + a / r) * r - a) * length(p); vec3 res = vec3(0.); vec3 col = vec3(.98, .04, 0.); res += col * field(d, .12, .02, length(p), .02, .1); res += col * field(d, .22, .02, length(p), .1, .12); res += col * field(d, .32, .02, length(p), .195, .13); res += col * field(d, .42, .02, length(p), .285, .14); res += col * field(d, .52, .02, length(p), .38, .15); res *= .9; res = saturate(res); fragColor = vec4(res, 1.0); }

This code is a fragment shader that generates a colorful circular pattern on the screen. The mainImage function takes in the fragColor and fragCoord variables as input and outputs a final color for each pixel of the screen.

The field function calculates a value based on the input distance (d) from the center of the screen, and returns this value multiplied by some smoothstep functions and a power function.

The mainImage function first converts the input fragCoord to a normalized coordinate system (uv). It then calculates the angle (a) between the x-axis and the point represented by uv. Using this angle and a fixed radius (r), it calculates the distance (d) from the center of the screen for that point.

Next, it initializes a vec3 variable (res) to zero and sets a color (col) to a red shade. It then calls the field function five times with different parameters, adding the result to res each time. It then multiplies res by 0.9 and applies a saturation function before outputting the final fragColor as a vec4 with transparency set to 1.0.

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