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color_wavelength.frag
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color_wavelength.frag
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define W2RGB_FNC spectral_zucconi6
#define W2RGB_ITERATIONS 20.
#include "lygia/math/map.glsl"
#include "lygia/color/space.glsl"
#include "lygia/color/palette/spectral.glsl"
#include "lygia/draw/digits.glsl"
void main(void) {
vec4 color = vec4(vec3(0.0), 1.0);
vec2 pixel = 1.0/u_resolution.xy;
vec2 st = gl_FragCoord.xy * pixel;
float x = st.x;
float w = mix(400., 700., st.x);
if (st.y > 0.8)
color.rgb = spectral( x );
else if (st.y > 0.7)
color.rgb = spectral( x, map(st.y, 0.8, 0.7, 0.0, 1.0) );
else if (st.y > 0.6)
color.rgb = spectral_geoffrey( x );
else if (st.y > 0.5)
color.rgb = spectral_zucconi( x );
else if (st.y > 0.4)
color.rgb = spectral_zucconi6( x );
else if (st.y > 0.3)
color.rgb = spectral_gems( x );
else if (st.y > 0.2)
color.rgb = spectral_soft( x );
else
color.rgb = w2rgb( w );
vec2 uv = vec2(st.y, 1.0-st.x);
uv.x = fract( uv.x * 3.) * 0.25 - 0.01;
color += digits(uv - vec2(0.06, 0.97), 300., 0.);
color += digits(uv - vec2(0.06, 0.), 700., 0.);
gl_FragColor = color;
}