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50
learning/PixelSpirit/the_hermit.frag
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50
learning/PixelSpirit/the_hermit.frag
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) {
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return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor));
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}
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float triSDF(vec2 st) {
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st = (st*2.-1.)*2.;
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return max(abs(st.x)*.866025+st.y*.5,-st.y*.5);
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}
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float rhombSDF(vec2 st) {
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vec2 st1 = (st*2.-1.)*2.;
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vec2 st2 = (vec2(st.x,1.-st.y)*2.-1.)*2.;
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float triangle1 = max(abs(st1.x)*.866025+st1.y*.5,-st1.y*.5);
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float triangle2 = max(abs(st2.x)*.866025+st2.y*.5,-st2.y*.5);
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return max(triangle1, triangle2);
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}
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float fill(float x, float size) {
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return 1.-step(size, x);
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}
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float flip(float v, float pct) {
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return mix(v, 1.-v, pct);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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float tri = fill(triSDF(st),.5);
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float rhomb = fill(rhombSDF(st),.4);
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color += flip(rhomb,tri);
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gl_FragColor = vec4(color, alpha);
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}
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