CANVAS SHADERS ============== These shaders were written to work on areas of canvas. Make sure "canvas" is selected and "animate" is checked. >> original shader.. lex.bg = hue((x+y*y+t/10)/20) lex.fg = (x+y)%16 lex.char = (y%2) ? ":" : "%" >> energy ball ascii shader d = dist(x/2+w/4, y, w/2, h/2) an = angle(x/2+w/4, y, w/2,h/2)+t/4200 r=10.2 if (d < r) lex.bg = randint(r) ll=abs(an|0)+"" lex.char=ll[ll.length-1] if (d > r) { lex.bg = randint(d) lex.fg = randint(d) lex.char = ll[ll.length-2] } >> drifting fire t += sin(x/1000)*100000 pos = y/h*6 + sin(x*3) - cos(y*t/10000-10) pos = clamp(pos, 0, 6) lex.bg = hue(pos) >> the "bJoel56" shader yy=y x-=w/2 y-=h/2 lex.bg = blue(yy/h+random()) lex.fg = green(yy/h*4 + sin(x/100+random()/2)) // hue(t/1000)|0; var abcd=".'~:;!>+=icjtJYSGSXDQKHNWM"; function chara (aa,n) { return aa[clamp(n*aa.length, 0, aa.length)|0] } lex.char = chara(abcd, y/h*(5/3 + tan(x/100)+random()/1)) >> frog shader v2 t/=-100 d = sinp( (dist(x/2+w/4, y, w/2, h/2) + t)/2 ) * 10 lex.char=',./>"ASE$#'[(floor(d))] lex.fg = [1,3,9][floor(d*3)%3] lex.bg=1 >> frog shader v3 // set period to like 0.2 for a normal circle period = y/10 t/=-100 d = sinp( (dist(x/2+w/4, y, w/2, h/2) + t) * period ) dd = d * 10.5 d3 = dd < 8 ? 0 : 1 lex.char=' .,"+/>OXEN'[(floor(dd))] lex.fg = [3,9][floor(d3)] lex.bg=1 >> spaceships many cool shaders are possible with this technique.. changing the char gradient (lex.char=...) etc. i love how the dots move on v4. this is a variation that looks like a bunch of ships flying across the screen. has a really cool 3d look to it cuz the rows move at different speeds. period = sin(y) t/=-100 d = sinp( (dist(x/2+w/4, y, w/2, h/2) + t) * period ) dd = d * 10.5 d3 = dd < 8 ? 0 : 1 lex.char=' .,"+/>\^+'[(floor(dd))] lex.fg = [3,9][floor(d3)] lex.bg=1 >> concentric circles with a wavy "sunburst" pattern going around them x -= w/2 y -= h/2 x /= h y /= h/2 + 2 r = dist(x,y,0,0) ang = angle(x,y,0,0) if (r < 0.6) { if (abs(mod(sin((r*t)/100000000000) + ang*18,TWO_PI)) < 2) lex.bg = 12 else lex.bg = 5 } else if (r < 0.65) lex.bg = 4 else if (abs(mod(sin((r*t)/100000000000) + ang*18,TWO_PI)) < 2) lex.bg = 7 else lex.bg = 8 >> slash-based interference patterns if (x > h*2) x=h-x y-=h/2 t/=2000 if (sin(x-y*t) > 0) { lex.bg=1 lex.fg=4 lex.char= Math.floor(x-y*10001+t)%2 ? '\/' : '\\' } else { lex.bg=1 lex.fg=9 lex.char= Math.floor(3*x+y+t)%2 ? '\\' : ' ' } >> sparkling stars if (lex.char != " ") { lex.fg =floor( Math.random()*10 ) var az="Xx+*" lex.char=az[floor(az.indexOf(lex.char)+ t/10000000 +Math.random())%az.length] } >> coogi x/y doodle xx=x t/=1000 x/=w/2 y/=h/2 y-=1 x-=1 x*=x-sin(y/t) y*=1 lex.bg = 1 // gray( sin(x/(y/3-1)+t) + sin(y/4+t) ) lex.fg = hue( sin((y/5)+t) - cos(x*t) *5 ) lex.char = " _.,:;\"~| "[Math.round(xx*(y+1+(x+t/102)/4)*13)%13] >> glitch shader - produces odd combinations of fg/bg lex.char=String.fromCharCode(lex.char.charCodeAt(0)+1) lex.bg+=7 lex.fg+=5 >> dots / lines shader xx = ((t/10*x)*y/10)%8 lex.bg = colors.black lex.fg = green(x*3+y*5) lex.char = ((xx%1) !== 0) ? " " : " .,;=+!@"[xx] >> munching squares horizon t/=100 y+=10 x-=w/2 x/=y/10 lex.bg=hue((x^y)+t) >> grayscale vertical interlacing First, make a canvas that's totally white. Run this shader: if (lex.bg == 0) { lex.bg = ((x)%2) ? 15 : 14 } Then set your brush to a white square. Run this shader w/ animate: if (lex.bg == 0) { lex.bg = ((x)%2) ? 0 : 1 } >> nice purple/orange texture lex.bg=colors.purple lex.fg=colors.orange x/=3 x=floor(x+y/2.1) // <- this is cool number to change if (x+10*sin(x)+10*cos(y/(t%100)) < y/3) { lex.char="abcdefghijklmnopqrstuvwxyz"[x%26] } else { lex.char="abcdefghijklmnopqrstuvwxyz".toUpperCase()[x%26] }