corregit shader water. afegides metadades en els shaders

This commit is contained in:
2025-11-16 16:04:29 +01:00
parent 194726f823
commit b290cee689
10 changed files with 25 additions and 14 deletions

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@@ -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;

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// 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;

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// 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;

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@@ -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;

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// Name: Just Another Cube
// Author: [TO_BE_COMPLETED]
// Author: mrange
// URL: https://www.shadertoy.com/view/3XdXRr
#version 330 core
precision highp float;

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@@ -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;

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// Name: Seascape
// Author: Alexander Alekseev (TDM)
// Author: Alexander Alekseev
// URL: https://www.shadertoy.com/view/Ms2SD1
#version 330 core
precision highp float;

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// 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;

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// Name: Test
// Author: [TO_BE_COMPLETED]
// Author: JailDesigner
#version 330 core
out vec4 FragColor;
in vec2 vUV;

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@@ -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;
}