shaderify

Creator: coderz1093

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Description:

shaderify

That's a helper to add shaders easily, with some variables like time, mouse position, and size
Licensing #
I do not allow you to use this package nor use anything you find here if you work in one of these fields :

Insurances
Blockchain
Defense
Banks (except if you don't do interests)
Deceiving your customers
Make people lose time
Alcohol or ruminating animals
Art (music, representing faces/humans/animals...)
Anything Evil
In case of doubts ask me by email I try to answer very fast (dev@fodil.org)

Features #
Getting started #
Just add the plugin flutter pub add shaderify.
Usage #
Just as a widget like that:
ShaderWidget(shaderPath: "shaders/myshader.frag");
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The path must be declared in pubspec.yaml inside the "flutter" clause.
Example:
flutter:
-- your configuration...

shaders:
- shaders/myshader.frag
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In most shaders you basically just have to add this:
#include <flutter/runtime_effect.glsl>

out vec4 fragColor;

uniform vec2 iResolution;
uniform vec2 iMouse;
uniform float iTime;

void main() {
vec2 fragCoord = FlutterFragCoord().xy;
// ...
}
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Here is an example of shader taken from shadertoy:
#define iterations 17
#define formuparam 0.53

#define volsteps 20
#define stepsize 0.1

#define zoom 0.800
#define tile 0.850
#define speed 0.010

#define brightness 0.0015
#define darkmatter 0.300
#define distfading 0.730
#define saturation 0.850

#include <flutter/runtime_effect.glsl>

out vec4 fragColor;

uniform vec2 iResolution;
uniform vec2 iMouse;
uniform float iTime;

void main()
{

vec2 fragCoord = FlutterFragCoord().xy;
//get coords and direction
vec2 uv=fragCoord.xy/iResolution.xy-.5;
uv.y*=iResolution.y/iResolution.x;
vec3 dir=vec3(uv*zoom,1.);
float time=iTime*speed+.25;

//mouse rotation
float a1 = .5;
float a2 = .8;

mat2 rot1=mat2(cos(a1),sin(a1),-sin(a1),cos(a1));
mat2 rot2=mat2(cos(a2),sin(a2),-sin(a2),cos(a2));
dir.xz*=rot1;
dir.xy*=rot2;
vec3 from=vec3(1.,.5,0.5);
from+=vec3(time*2.,time,-2.);
from.xz*=rot1;
from.xy*=rot2;

//volumetric rendering
float s=0.1,fade=1.;
vec3 v=vec3(0.);
for (int r=0; r<volsteps; r++) {
vec3 p=from+s*dir*.5;
p = abs(vec3(tile)-mod(p,vec3(tile*2.))); // tiling fold
float pa,a=pa=0.;
for (int i=0; i<iterations; i++) {
p=abs(p)/dot(p,p)-formuparam; // the magic formula
a+=abs(length(p)-pa); // absolute sum of average change
pa=length(p);
}
float dm=max(0.,darkmatter-a*a*.001); //dark matter
a*=a*a; // add contrast
if (r>6) fade*=1.-dm; // dark matter, don't render near
//v+=vec3(dm,dm*.5,0.);
v+=fade;
v+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; // coloring based on distance
fade*=distfading; // distance fading
s+=stepsize;
}
v=mix(vec3(length(v)),v,saturation); //color adjust
fragColor = vec4(v*.01,1.);
}
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so that you can use the values passed to the shader.

License

For personal and professional use. You cannot resell or redistribute these repositories in their original state.

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