diff --git a/shaders/cineshader_lava.frag.glsl b/shaders/cineshader_lava.frag.glsl index ecf6bb6..a31993f 100644 --- a/shaders/cineshader_lava.frag.glsl +++ b/shaders/cineshader_lava.frag.glsl @@ -1,5 +1,6 @@ // Name: Cineshader Lava -// Author: [TO_BE_COMPLETED] +// Author: edankwan +// URL: https://www.shadertoy.com/view/3sySRK #version 330 core precision highp float; diff --git a/shaders/creation.frac.glsl b/shaders/creation.frac.glsl index 7f16f6f..44e6020 100644 --- a/shaders/creation.frac.glsl +++ b/shaders/creation.frac.glsl @@ -1,5 +1,6 @@ -// Name: Creation -// Author: [TO_BE_COMPLETED] +// Name: Creation by Silexars +// Author: Danguafer +// URL: https://www.shadertoy.com/view/XsXXDn #version 330 core precision highp float; diff --git a/shaders/dbz.frag.glsl b/shaders/dbz.frag.glsl index 54e2673..b30f166 100644 --- a/shaders/dbz.frag.glsl +++ b/shaders/dbz.frag.glsl @@ -1,5 +1,6 @@ -// Name: DBZ -// Author: [TO_BE_COMPLETED] +// Name: New Leaked 3I/Atlas NASA Footage +// Author: msm01 +// URL: https://www.shadertoy.com/view/3ftcRr #version 330 core precision highp float; diff --git a/shaders/fractal_pyramid.frag.glsl b/shaders/fractal_pyramid.frag.glsl index e64cb00..f6d34cd 100644 --- a/shaders/fractal_pyramid.frag.glsl +++ b/shaders/fractal_pyramid.frag.glsl @@ -1,5 +1,6 @@ // Name: Fractal Pyramid -// Author: [TO_BE_COMPLETED] +// Author: bradjamesgrant +// URL: https://www.shadertoy.com/view/tsXBzS #version 330 core precision highp float; diff --git a/shaders/just_another_cube.frag.glsl b/shaders/just_another_cube.frag.glsl index 6a30699..2757e33 100644 --- a/shaders/just_another_cube.frag.glsl +++ b/shaders/just_another_cube.frag.glsl @@ -1,5 +1,6 @@ // Name: Just Another Cube -// Author: [TO_BE_COMPLETED] +// Author: mrange +// URL: https://www.shadertoy.com/view/3XdXRr #version 330 core precision highp float; diff --git a/shaders/octograms.frag.glsl b/shaders/octograms.frag.glsl index 0e9c2ca..c68586a 100644 --- a/shaders/octograms.frag.glsl +++ b/shaders/octograms.frag.glsl @@ -1,5 +1,6 @@ // Name: Octograms -// Author: [TO_BE_COMPLETED] +// Author: whisky_shusuky +// URL: https://www.shadertoy.com/view/tlVGDt #version 330 core precision highp float; diff --git a/shaders/seascape.frag.glsl b/shaders/seascape.frag.glsl index 3584bb6..f7966a9 100644 --- a/shaders/seascape.frag.glsl +++ b/shaders/seascape.frag.glsl @@ -1,5 +1,6 @@ // Name: Seascape -// Author: Alexander Alekseev (TDM) +// Author: Alexander Alekseev +// URL: https://www.shadertoy.com/view/Ms2SD1 #version 330 core precision highp float; diff --git a/shaders/kishimisu.frag.glsl b/shaders/shader_art_coding_introduction.frag.glsl similarity index 90% rename from shaders/kishimisu.frag.glsl rename to shaders/shader_art_coding_introduction.frag.glsl index d10ca76..6b6d93f 100644 --- a/shaders/kishimisu.frag.glsl +++ b/shaders/shader_art_coding_introduction.frag.glsl @@ -1,5 +1,6 @@ -// Name: Kishimisu -// Author: [TO_BE_COMPLETED] +// Name: Shader Art Coding Introduction +// Author: kishimisu +// URL: https://www.shadertoy.com/view/mtyGWy #version 330 core precision highp float; diff --git a/shaders/test.frag.glsl b/shaders/test.frag.glsl index 193961b..03b734f 100644 --- a/shaders/test.frag.glsl +++ b/shaders/test.frag.glsl @@ -1,5 +1,5 @@ // Name: Test -// Author: [TO_BE_COMPLETED] +// Author: JailDesigner #version 330 core out vec4 FragColor; in vec2 vUV; diff --git a/shaders/water.glsl b/shaders/water.glsl index 97495dd..b8e7afb 100644 --- a/shaders/water.glsl +++ b/shaders/water.glsl @@ -1,5 +1,6 @@ // Name: Water -// Author: diatribes (FabriceNeyret2) +// Author: diatribes +// URL: https://www.shadertoy.com/view/tXjXDy #version 330 core precision highp float; @@ -25,7 +26,9 @@ void mainImage( out vec4 o, vec2 u ) { o = vec4(0); // FIXED: Initialize output to black for(; i < 32. && s > .001; i++) { - o += vec4(5,2,1,0)/max(length(u-.1), 0.001); + // Clamp only extreme overflow values, let normal brightness through + vec4 term = vec4(5,2,1,0)/max(length(u-.1), 0.001); + o += min(term, vec4(100.0)); for (p += vec3(u*s,s), s = 1. + p.y, n =.01; n < 1.; n+=n) { s += abs(dot(sin(p.z+iTime+p / n), vec3(1))) * n*.1; }