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patriciogonzalezvivo / rocky.json
Created February 12, 2026 15:22
glslViewer Shader: rocky
This file has been truncated, but you can view the full file.
{
"frag": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform float \t\tu_time;\nuniform vec2 \t\tu_resolution;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\nvoid main() {\n vec4 color = v_color;\n vec2 pixel = 1.0/u_resolution;\n vec2 st = gl_FragCoord.xy * pixel;\n vec2 uv = v_texcoord;\n\n gl_FragColor = color;\n}\n",
@patriciogonzalezvivo
patriciogonzalezvivo / rocky_fullscreen.json
Created February 12, 2026 15:20
glslViewer Shader: rocky_fullscreen
This file has been truncated, but you can view the full file.
{
"frag": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform float \t\tu_time;\nuniform vec2 \t\tu_resolution;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\nvoid main() {\n vec4 color = v_color;\n vec2 pixel = 1.0/u_resolution;\n vec2 st = gl_FragCoord.xy * pixel;\n vec2 uv = v_texcoord;\n\n gl_FragColor = color;\n}\n",
"vert": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\nuniform sampler2D u_tex1;\nuniform vec2 u_tex1Resolution;\n\nuniform mat4 u_modelMatrix;\nuniform mat4 u_viewMatrix;\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_modelViewProjectionMatrix;\n\nuniform vec2 \t\tu_resolution;\n\nattribute vec4 \t\ta_position;\nvarying vec4 \t\tv_position;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\n#include \"lygia/color/luma.glsl\"\n#include \"lygia/space/ratio.glsl\"\n#i
@patriciogonzalezvivo
patriciogonzalezvivo / rocky.json
Created February 12, 2026 15:18
glslViewer Shader: rocky
This file has been truncated, but you can view the full file.
{
"frag": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform float \t\tu_time;\nuniform vec2 \t\tu_resolution;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\nvoid main() {\n vec4 color = v_color;\n vec2 pixel = 1.0/u_resolution;\n vec2 st = gl_FragCoord.xy * pixel;\n vec2 uv = v_texcoord;\n\n gl_FragColor = color;\n}\n",
"vert": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\nuniform sampler2D u_tex1;\nuniform vec2 u_tex1Resolution;\n\nuniform mat4 u_modelMatrix;\nuniform mat4 u_viewMatrix;\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_modelViewProjectionMatrix;\n\nuniform vec2 \t\tu_resolution;\n\nattribute vec4 \t\ta_position;\nvarying vec4 \t\tv_position;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\n#include \"lygia/color/luma.glsl\"\n#include \"lygia/space/ratio.glsl\"\n#i
@patriciogonzalezvivo
patriciogonzalezvivo / extrussion.json
Created February 12, 2026 14:59
glslViewer Shader: extrussion
This file has been truncated, but you can view the full file.
{
"frag": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform float \t\tu_time;\nuniform vec2 \t\tu_resolution;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\nvoid main() {\n vec4 color = v_color;\n vec2 pixel = 1.0/u_resolution;\n vec2 st = gl_FragCoord.xy * pixel;\n vec2 uv = v_texcoord;\n\n gl_FragColor = color;\n}\n",
"vert": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform mat4 u_modelMatrix;\nuniform mat4 u_viewMatrix;\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_modelViewProjectionMatrix;\n\nuniform vec2 \t\tu_resolution;\n\nattribute vec4 \t\ta_position;\nvarying vec4 \t\tv_position;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\n#include \"lygia/color/luma.glsl\"\n#include \"lygia/space/ratio.glsl\"\n#include \"lygia/sample/zero.glsl\"\n\nvoid main() {\n v_position =
@patriciogonzalezvivo
patriciogonzalezvivo / extrussion.json
Created February 12, 2026 14:57
glslViewer Shader: extrussion
This file has been truncated, but you can view the full file.
{
"frag": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform float \t\tu_time;\nuniform vec2 \t\tu_resolution;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\nvoid main() {\n vec4 color = v_color;\n vec2 pixel = 1.0/u_resolution;\n vec2 st = gl_FragCoord.xy * pixel;\n vec2 uv = v_texcoord;\n\n gl_FragColor = color;\n}\n",
@patriciogonzalezvivo
patriciogonzalezvivo / video_test.json
Created February 11, 2026 23:14
glslViewer Shader: video_test
This file has been truncated, but you can view the full file.
{
"frag": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform float u_time;\nuniform vec2 u_resolution;\n\n#include \"lygia/space/ratio.glsl\"\n#include \"lygia/sample/zero.glsl\"\n\nvoid main() {\n vec4 color = vec4(vec3(0.0), 1.0);\n vec2 pixel = 1.0/u_resolution;\n vec2 st = gl_FragCoord.xy * pixel;\n st = ratio(st, u_resolution); \n \tst = ratio(st, u_tex0Resolution.yx);\n\n color = sampleZero(u_tex0, st);\n\n gl_FragColor = color;\n}\n",
"vert": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nattribute vec4 a_position;\nvarying vec4 v_position;\n\nvoid main() {\n v_position = a_position;\n gl_Position = a_position;\n}\n",
"commands": [
"fullscreen,on",
"camera_position,-0,-0,-2",
"camera_look_at,0,0,0",
"textures,on"
],
"assets": {
@patriciogonzalezvivo
patriciogonzalezvivo / devlook_dof.json
Created February 7, 2026 12:25
glslViewer Shader: devlook_dof
This file has been truncated, but you can view the full file.
{
"frag": "#version 100\n\n#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_scene;\nuniform sampler2D u_sceneDepth;\n\n// IBL\nuniform samplerCube u_cubeMap;\nuniform vec3 u_SH[9];\n\nuniform mat4 u_viewMatrix;\n\nuniform vec3 u_camera;\nuniform float u_cameraDistance;\nuniform float u_cameraNearClip;\nuniform float u_cameraFarClip;\n\nuniform vec2 u_resolution;\n#define RESOLUTION u_resolution\nuniform vec2 u_mouse;\nuniform float u_time;\n\n\n#if !defined(POSTPROCESSING)\n// Shadow\nuniform sampler2D u_lightShadowMap;\nuniform mat4 u_lightMatrix;\nuniform vec3 u_light;\nuniform vec3 u_lightColor;\nuniform float u_lightIntensity;\nvarying vec4 v_lightCoord;\n#define LIGHT_DIRECTION u
@patriciogonzalezvivo
patriciogonzalezvivo / devlook_dof_sky.json
Created February 7, 2026 12:23
glslViewer Shader: devlook_dof_sky
This file has been truncated, but you can view the full file.
{
"frag": "#version 100\n\n#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_scene;\nuniform sampler2D u_sceneDepth;\n\n// IBL\nuniform samplerCube u_cubeMap;\nuniform vec3 u_SH[9];\n\nuniform mat4 u_viewMatrix;\n\nuniform vec3 u_camera;\nuniform float u_cameraDistance;\nuniform float u_cameraNearClip;\nuniform float u_cameraFarClip;\n\nuniform vec2 u_resolution;\n#define RESOLUTION u_resolution\nuniform vec2 u_mouse;\nuniform float u_time;\n\n\n#if !defined(POSTPROCESSING)\n// Shadow\nuniform sampler2D u_lightShadowMap;\nuniform mat4 u_lightMatrix;\nuniform vec3 u_light;\nuniform vec3 u_lightColor;\nuniform float u_lightIntensity;\nvarying vec4 v_lightCoord;\n#define LIGHT_DIRECTION u
@patriciogonzalezvivo
patriciogonzalezvivo / devlook_005.json
Created February 7, 2026 12:21
glslViewer Shader: devlook_005
This file has been truncated, but you can view the full file.
{
"frag": "#version 100\n\n#ifdef GL_ES\nprecision mediump float;\n#endif\n\n// IBL\nuniform samplerCube u_cubeMap;\nuniform vec3 u_SH[9];\n\nuniform mat4 u_viewMatrix;\n\nuniform vec3 u_camera;\nuniform float u_cameraDistance;\nuniform float u_cameraNearClip;\nuniform float u_cameraFarClip;\n\nuniform vec2 u_resolution;\n#define RESOLUTION u_resolution\nuniform vec2 u_mouse;\nuniform float u_time;\n\n\n// Shadow\nuniform sampler2D u_lightShadowMap;\nuniform mat4 u_lightMatrix;\nuniform vec3 u_light;\nuniform vec3 u_lightColor;\nuniform float u_lightIntensity;\nvarying vec4 v_lightCoord;\n#define LIGHT_DIRECTION u_light\n#define LIGHT_COORD v_lightCoord\n#define LIGHT_COLOR u_light
@patriciogonzalezvivo
patriciogonzalezvivo / devlook.json
Created February 7, 2026 11:59
glslViewer Shader: devlook
This file has been truncated, but you can view the full file.
{
"frag": "#version 100\n\n#ifdef GL_ES\nprecision mediump float;\n#endif\n\n// IBL\nuniform samplerCube u_cubeMap;\nuniform vec3 u_SH[9];\n\nuniform mat4 u_viewMatrix;\n\nuniform vec3 u_camera;\nuniform float u_cameraDistance;\nuniform float u_cameraNearClip;\nuniform float u_cameraFarClip;\n\nuniform vec2 u_resolution;\n#define RESOLUTION u_resolution\nuniform vec2 u_mouse;\nuniform float u_time;\n\n\n// Shadow\nuniform sampler2D u_lightShadowMap;\nuniform mat4 u_lightMatrix;\nuniform vec3 u_light;\nuniform vec3 u_lightColor;\nuniform float u_lightIntensity;\nvarying vec4 v_lightCoord;\n#define LIGHT_DIRECTION u_light\n#define LIGHT_COORD v_lightCoord\n#define LIGHT_COLOR u_light