CopperCube 6.5 was just released for Windows and Mac on 2 December 2021.
You can see all new changes on the official webpage.
You can see a good video from the Gamefromscratch youtube channel.
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
// Time varying pixel color
vec3 col = 0.5 + 0.5*cos(iTime+uv.xyx+vec3(0,2,4));
// Output to screen
fragColor = vec4(col,1.0);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
fragColor = vec4(0.0,0.0,1.0,1.0);
}
// the my old example: https://www.shadertoy.com/view/XlSBz3
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy;
// set center for circle
vec2 center = iResolution.xy * 0.5;
// set radius of circle
float radius = 0.30 * iResolution.y;
// create circle with delta and theta function
// make delta
float d = length(center - uv) - radius;
// make theta with color transparency to 0.4 and set 1 for clamp
// the clamp is a returned value computed as min(max( x , minVal ), maxVal ).
float t = clamp(d, 0.4, 1.0);
fragColor = vec4( t, center, (120,230,0));
}
vec3 predatorHeat(float v) {
float value = 1.0 - v;
return (0.5+0.5*smoothstep(0.0, 0.1, value))*vec3(
smoothstep(0.5, 0.3, value),
value < 0.3 ? smoothstep(0.0, 0.3, value) : smoothstep(1.0, 0.6, value),
smoothstep(0.4, 0.6, value)
);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
vec4 temp = texture(iChannel0, uv);
vec4 temp2 = texture(iChannel1,uv);
float average = ((temp.r + temp.g + temp.b) / 2.5);
temp.rgb = vec3(predatorHeat(average));
if(uv.x > 0.5)
fragColor = temp;
else
fragColor = temp2;
}
https://color.adobe.com/search?q=wood