惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

人人都是产品经理
人人都是产品经理
D
Docker
GbyAI
GbyAI
B
Blog RSS Feed
博客园 - 司徒正美
博客园 - Franky
美团技术团队
Cyber Security Advisories - MS-ISAC
Cyber Security Advisories - MS-ISAC
aimingoo的专栏
aimingoo的专栏
C
Check Point Blog
IT之家
IT之家
让小产品的独立变现更简单 - ezindie.com
让小产品的独立变现更简单 - ezindie.com
www.infosecurity-magazine.com
www.infosecurity-magazine.com
AI
AI
O
OpenAI News
Attack and Defense Labs
Attack and Defense Labs
cs.CV updates on arXiv.org
cs.CV updates on arXiv.org
T
Tailwind CSS Blog
酷 壳 – CoolShell
酷 壳 – CoolShell
S
Secure Thoughts
博客园 - 聂微东
L
LINUX DO - 最新话题
U
Unit 42
SecWiki News
SecWiki News
A
Arctic Wolf
Schneier on Security
Schneier on Security
Threat Intelligence Blog | Flashpoint
Threat Intelligence Blog | Flashpoint
V
Visual Studio Blog
量子位
The Cloudflare Blog
cs.AI updates on arXiv.org
cs.AI updates on arXiv.org
大猫的无限游戏
大猫的无限游戏
Google DeepMind News
Google DeepMind News
G
Google Developers Blog
T
Threat Research - Cisco Blogs
TaoSecurity Blog
TaoSecurity Blog
Recent Commits to openclaw:main
Recent Commits to openclaw:main
B
Blog
博客园 - 【当耐特】
C
CERT Recently Published Vulnerability Notes
Scott Helme
Scott Helme
Last Week in AI
Last Week in AI
D
Darknet – Hacking Tools, Hacker News & Cyber Security
Microsoft Security Blog
Microsoft Security Blog
Apple Machine Learning Research
Apple Machine Learning Research
F
Full Disclosure
Hacker News: Ask HN
Hacker News: Ask HN
A
About on SuperTechFans
博客园 - 三生石上(FineUI控件)
Latest news
Latest news

WebGL Fundamentals

WebGL Using 2 or More Textures WebGL Implementing DrawImage WebGL 2D Matrices WebGL Implementing A Matrix Stack WebGL 2D Rotation WebGL 2D Scale WebGL 2D Translation WebGL - Rasterization vs 3D libraries WebGL 3D - Cameras WebGL 3D Geometry - Lathe WebGL 3D - Directional Lighting WebGL 3D - Point Lighting WebGL 3D - Normal Mapping WebGL 3D - Spot Lighting WebGL - Orthographic 3D WebGL 3D Perspective Correct Texture Mapping WebGL 3D Perspective WebGL Textures WebGL and Alpha WebGL - Animation WebGL Anti-Patterns WebGL Attributes WebGL Boilerplate WebGL - Cross Origin Images WebGL Cross Platform Issues WebGL Cubemaps WebGL 3D - Data Textures WebGL - Drawing Multiple Things WebGL Drawing Without Data WebGL Environment Maps (reflections) WebGL Fog WebGL Framebuffers WebGL Fundamentals WebGL GPGPU WebGL How It Works WebGL Image Processing Continued WebGL Image Processing WebGL Indexed Vertices WebGL Optimization - Instanced Drawing WebGL - Less Code, More Fun WebGL Load Obj with Mtl WebGL Load Obj WebGL Matrices vs Math Matrices WebGL Multiple Views, Multiple Canvases WebGL Picking WebGL Planar and Perspective Projection Mapping WebGL Points, Lines, and Triangles WebGL Post Processing WebGL Precision Issues WebGL Pulling Vertices Accessing textures by pixel coordinate in WebGL2 A simple way to show the load on the GPU's vertex and fragment processing? Apply a displacement map and specular map Can I mute the warning about vertex attrib 0 being disabled? Create image warping effect in WebGL Creating a smudge/liquify effect How to draw Depth Sprites Determine min/max values for the entire image Don't blend a polygon that crosses itself Drawing 2D image with depth map to achieve pseudo-3D effect Drawing a heightmap Drawing layers with different points Drawing Many different models in a single draw call Drawing textured sprites with instanced drawing Efficient particle system in javascript? (WebGL) Emulating palette based graphics in WebGL FPS-like camera movement with basic matrix transformations Get the size of a point for collision checking GLSL shader to support coloring and texturing How can I compute for 500 points which of 1000 line segments is nearest to each point? How can I create a 16bit historgram of 16bit data How can I get all the uniforms and uniformBlocks How can I move the perspective vanishing point from the center of the canvas? How to Achieve Moving Line with Trail Effects How to bind an array of textures to a WebGL shader uniform? How to blend colors across 2 triangles How to combine more text drawing into fewer draw calls How to control the color between vertices How to create a torus How to detect clipped triangles in the framgment shader How to determine the average brightness in a scene? How to draw correctly textured trapezoid polygons How to fade the drawing buffer How to figure out how much GPU work to do without crashing WebGL How to get audio data into a shader How to get code completion for WebGL in Visual Studio Code How to get the 3d coordinates of a mouse click How to get pixelize effect in webgl? How to implement zoom from mouse in 2D WebGL How to import a heightmap in WebGL How to load images in the background with no jank How to make a smudge brush tool How to make WebGL canvas transparent How to optimize rendering a UI How to prevent texture bleeding with a texture atlas How to process particle positions How to read a single component with readPixels How to render large scale images like 32000x32000 How to simulate a 3D texture in WebGL How to support both WebGL and WebGL2
Can anyone explain what this GLSL fragment shader is doing?
WebGLFundame · 2025-02-26 · via WebGL Fundamentals

Question:

I realise this is a math-centric question but... if you look at this webpage. (and have a good graphics card)

If you look at the source, you'll notice a scary looking fragment shader.

I'm not looking for a detailed explanation, but an idea of the sort of thing that's happening, or the source of information on what exactly is happening here.. I'm not after a guide to GLSL, but info on the maths. I realise this might be better suited to Math StackExchange site but thought I'd try here first...

<script id="fragmentShader" type="x-shader/x-fragment">

   uniform vec2 resolution;
   uniform float time;

   void main() {

    vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
    float a = time*40.0;
    float d,e,f,g=1.0/40.0,h,i,r,q;
    e=400.0*(p.x*0.5+0.5);
    f=400.0*(p.y*0.5+0.5);
    i=200.0+sin(e*g+a/150.0)*20.0;
    d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
    r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
    q=f/r;
    e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
    d=sin(e*g)*176.0+sin(e*g)*164.0+r;
    h=((f+d)+a/2.0)*g;
    i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
    h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
    h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
    i+=cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h);
    i=mod(i/5.6,256.0)/64.0;
    if(i<0.0) i+=4.0;
    if(i>=2.0) i=4.0-i;
    d=r/350.0;
    d+=sin(d*d*8.0)*0.52;
    f=(sin(a*g)+1.0)/2.0;
    gl_FragColor=vec4(vec3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0);

   }

  </script>

Answer:

Monjori is from the demo scene.

The simple answer is it's using a formula to generate a pattern. WebGL is going to call this function once for every pixel on the screen. The only things that will change are time and gl_FragCoord which is the location of the pixel being drawn.

Let's break it down a little

  // this is the resolution of the window
  uniform vec2 resolution;

  // this is a count in seconds.
  uniform float time;

  void main() {
      // gl_FragCoord is the position of the pixel being drawn
      // so this code makes p a value that goes from -1 to +1 
      // x and y
      vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;

      // a = the time speed up by 40
      float a = time*40.0;

      // declare a bunch of variables.
      float d,e,f,g=1.0/40.0,h,i,r,q;

      // e goes from 0 to 400 across the screen
      e=400.0*(p.x*0.5+0.5);

      // f goes from 0 to 400 down the screen
      f=400.0*(p.y*0.5+0.5);

      // i goes from 200 + or - 20 based
      // on the sin of e * 1/40th + the slowed down time / 150
      // or in other words slow down even more.
      // e * 1/40 means e goes from 0 to 1
      i=200.0+sin(e*g+a/150.0)*20.0;

      // d is 200 + or - 18.0 + or - 7
      // the first +/- is cos of 0.0 to 0.5 down the screen
      // the second +/i is cos of 0.0 to 1.0 across the screen
      d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;

      // I'm stopping here. You can probably figure out the rest
      // see answer
      r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
      q=f/r;
      e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
      d=sin(e*g)*176.0+sin(e*g)*164.0+r;
      h=((f+d)+a/2.0)*g;
      i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
      h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
      h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
      i+=cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h);
      i=mod(i/5.6,256.0)/64.0;
      if(i<0.0) i+=4.0;
      if(i>=2.0) i=4.0-i;
      d=r/350.0;
      d+=sin(d*d*8.0)*0.52;
      f=(sin(a*g)+1.0)/2.0;
      gl_FragColor=vec4(vec3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0);
}

One of the things that's good to try to see what's happening is to insert early exits in the shader. First off you can see the shader here

http://glsl.heroku.com/e#1579.0

or

https://www.shadertoy.com/view/lsfyRS

If we go to line 11

      e=400.0*(p.x*0.5+0.5);

and insert just after it something like this

      e=400.0*(p.x*0.5+0.5);
      gl_FragColor = vec4(e / 400.0, 0, 0, 1);
      return;

As long as we convert the value to something from 0 to 1 we can see the result

for example going down to line 14

d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;

Since we know it goes from 200 +/- 18 +/- 7 that's 175 + 225 so convert that to 0 to 1 with

d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
float tmp = (d - 175.0) / 50.0;
gl_FragColor = vec4(tmp, 0, 0, 1);
return;

will give you some idea what it's doing.

I'm sure you can work out the rest.

The question and quoted portions thereof are CC BY-SA 3.0 by Alex from here