Enhanced Depth

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Rule of Thirds

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vector points on an animated mesh Point Distortions

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Serenity Glow

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Enhanced Depth

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Gradient Transitions

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Focal Glow

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Convert this to our format: /* This animation is the material of my first youtube tutorial about creative coding, which is a video in which I try to introduce programmers to GLSL and to the wonderful world of shaders, while also trying to share my recent passion for this community. Video URL: https://youtu.be/f4s1h2YETNY */ //https://iquilezles.org/articles/palettes/ vec3 palette( float t ) { vec3 a = vec3(0.5, 0.5, 0.5); vec3 b = vec3(0.5, 0.5, 0.5); vec3 c = vec3(1.0, 1.0, 1.0); vec3 d = vec3(0.263,0.416,0.557); return a + b*cos( 6.28318*(c*t+d) ); } //https://www.shadertoy.com/view/mtyGWy void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y; vec2 uv0 = uv; vec3 finalColor = vec3(0.0); for (float i = 0.0; i < 4.0; i++) { uv = fract(uv * 1.5) - 0.5; float d = length(uv) * exp(-length(uv0)); vec3 col = palette(length(uv0) + i*.4 + iTime*.4); d = sin(d*8. + iTime)/8.; d = abs(d); d = pow(0.01 / d, 1.2); finalColor += col * d; } fragColor = vec4(finalColor, 1.0); } Color Shift

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Convert this to our format: /* This animation is the material of my first youtube tutorial about creative coding, which is a video in which I try to introduce programmers to GLSL and to the wonderful world of shaders, while also trying to share my recent passion for this community. Video URL: https://youtu.be/f4s1h2YETNY */ //https://iquilezles.org/articles/palettes/ vec3 palette( float t ) { vec3 a = vec3(0.5, 0.5, 0.5); vec3 b = vec3(0.5, 0.5, 0.5); vec3 c = vec3(1.0, 1.0, 1.0); vec3 d = vec3(0.263,0.416,0.557); return a + b*cos( 6.28318*(c*t+d) ); } //https://www.shadertoy.com/view/mtyGWy void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y; vec2 uv0 = uv; vec3 finalColor = vec3(0.0); for (float i = 0.0; i < 4.0; i++) { uv = fract(uv * 1.5) - 0.5; float d = length(uv) * exp(-length(uv0)); vec3 col = palette(length(uv0) + i*.4 + iTime*.4); d = sin(d*8. + iTime)/8.; d = abs(d); d = pow(0.01 / d, 1.2); finalColor += col * d; } fragColor = vec4(finalColor, 1.0); } Enhanced Sync

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