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| author | John Bargman | 2026-04-15 08:23:09 +0000 |
|---|---|---|
| committer | John Bargman | 2026-04-15 08:23:09 +0000 |
| commit | db6b79edbfca3ab7049af2492acd567b099559f5 (patch) | |
| tree | f54df4a8af70b057032e5af882bd6d1e6be87bf2 /shaders | |
| parent | 4f877207787edd592687f338772d95c9ec2c7038 (diff) | |
| download | nixtaml-website-main.tar nixtaml-website-main.tar.gz nixtaml-website-main.tar.bz2 nixtaml-website-main.tar.lz nixtaml-website-main.tar.xz nixtaml-website-main.tar.zst nixtaml-website-main.zip | |
agentic ai; is so; fucking cool; omgmain
Diffstat (limited to 'shaders')
| -rw-r--r-- | shaders/fragment.glsl | 16 | ||||
| -rw-r--r-- | shaders/vertex.glsl | 20 |
2 files changed, 36 insertions, 0 deletions
diff --git a/shaders/fragment.glsl b/shaders/fragment.glsl new file mode 100644 index 0000000..1c9f3b1 --- /dev/null +++ b/shaders/fragment.glsl @@ -0,0 +1,16 @@ +precision mediump float; + +varying vec3 v_color; + +void main() { + // Create a circular particle with soft edges + vec2 center = gl_PointCoord - vec2(0.5); + float dist = length(center); + + if (dist > 0.5) { + discard; + } + + float alpha = 1.0 - smoothstep(0.0, 0.5, dist); + gl_FragColor = vec4(v_color, alpha * 0.3); // Subtle opacity +}
\ No newline at end of file diff --git a/shaders/vertex.glsl b/shaders/vertex.glsl new file mode 100644 index 0000000..2383346 --- /dev/null +++ b/shaders/vertex.glsl @@ -0,0 +1,20 @@ +attribute vec2 a_position; +attribute float a_size; +attribute vec3 a_color; + +uniform mat4 u_matrix; +uniform float u_time; + +varying vec3 v_color; + +void main() { + // Simple particle position with subtle time-based variation + vec4 position = vec4(a_position, 0.0, 1.0); + position.x += sin(u_time * 0.001 + a_position.y * 0.01) * 0.05; + position.y += cos(u_time * 0.0005 + a_position.x * 0.01) * 0.02; + + gl_Position = u_matrix * position; + gl_PointSize = a_size; + + v_color = a_color; +}
\ No newline at end of file |
