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#ifdef GL_ES precision highp float; #endif #extension GL_OES_standard_derivatives : enable uniform float time; uniform vec2 resolution; void main( void ) { vec2 uv = 0.5-(gl_FragCoord.xy - resolution * 0.15) / max(resolution.x, resolution.y) * 5.0; uv *= 1.0; float e = 0.0; for (float i=3.0;i<=16.0;i+=1.0) { e += 0.081/abs( (i/11.) +sin((time/1.20) + 0.18*i*(uv.y) *( cos(i/2.10 + (time / 11.0) - uv.y*.4) ) ) + 2.5*uv.x); gl_FragColor = vec4( vec3(e/1.6, e/18.6, e/1.6), 1.0); } }
#ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif uniform float time; uniform vec2 mouse; uniform vec2 resolution; void main( void ) { vec2 p = ( gl_FragCoord.xy / resolution.xy ) -0.5;//+ mouse / 4.0; // float color = 0.0; float sx =cos(0.123*time)*(p.x)*sin(7.6*p.x-0.5*time); float dy =1.1/(1000.*abs(p.y-sx)); float dy2 =(50.*abs(p.y-dy)); float dy3 =(150.*abs(p.y-dy)); gl_FragColor = vec4( vec3( .01, dy*dy3 ,dy2*.1),4); }
#ifdef GL_ES precision mediump float; #endif uniform vec2 resolution; uniform float time; mat2 m(float a) { float c=cos(a), s=sin(a*1.0); return mat2(c,-s,s,c); } float map(vec3 p) { p.xz *= m(time * 0.1);p.xy*= m(time * 0.1); vec3 q = p * 4.0 + time; return length(p+vec3(sin(time * 0.17))) * log(length(p) + 0.10) + sin(q.x + sin(q.z + sin(q.y))) * 1.8; } void main() { vec2 a = gl_FragCoord.xy / resolution.y - vec2(0.5, 0.5); vec3 cl = vec3(0.0); float d =0.15; for (int i = 0; i <= 5; i++) { vec3 p = vec3(0, 0, 4.0) + normalize(vec3(a, -1.0)) * d; float rz = map(p); float f = clamp((rz - map(p + 0.1)) * 0.5, -0.1, 1.0); vec3 l = vec3(0.1, 0.3, 0.44) + vec3(1.5, 1.0, 1.0) * f; cl = cl * l + smoothstep(0.5,0.31, rz) * 0.16 * l; d += min(rz, 1.0); } gl_FragColor = vec4(cl*8.0, 1.0); }