ik versta da met de polar coordinats nu denk ik

This commit is contained in:
2024-06-07 20:57:32 +02:00
parent 0da80296f2
commit 13b7d0f711
6 changed files with 216 additions and 0 deletions

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
const vec3 uAColor = vec3(.5,.5,.5);
const vec3 uBColor = vec3(.5,.5,.5);
const vec3 uCColor = vec3(1.,1.,1.);
const vec3 uDColor = vec3(.0,.33,.67);
//get colors from http://dev.thi.ng/gradients/
vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
float circleSDF(vec2 st) { return length(st-.5)*2.; }
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(.0,.0,.0);
float alpha = 1.0;
float circle = length(st-.5)*2.;
float s = u_time/8.;
float f_circle = fract((circle-s)*5.);
//color += f_circle;
color += step(.5,f_circle);
gl_FragColor = vec4(color, alpha);
}

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@@ -15,6 +15,7 @@ const vec3 uDColor = vec3(.0,.33,.67);
//get colors from http://dev.thi.ng/gradients/
vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
float hexSDF(vec2 st) {
st = abs(st*2.-1.);
return max(abs(st.y),st.x*.866025+st.y*.5);

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
const vec3 uAColor = vec3(.5,.5,.5);
const vec3 uBColor = vec3(.5,.5,.5);
const vec3 uCColor = vec3(1.,1.,1.);
const vec3 uDColor = vec3(.0,.33,.67);
//get colors from http://dev.thi.ng/gradients/
vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
float starSDF(vec2 st, int V, float s) {
st = st*4.-2.;
float a = atan(st.y, st.x)/(2.*PI);
float seg = a * float(V);
a = ((floor(seg) + .5)/float(V)+mix(s,-s,step(.5,fract(seg))))*(2.*PI);
return abs(dot(vec2(cos(a),sin(a)),st));
}
float stroke(in float x_coor, float s, float width){
float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
return clamp(d, 0.,1.);
}
float circleSDF(vec2 st) { return length(st-.5)*2.; }
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
color += stroke(circleSDF(st),.8,.05);
st.y = 1.-st.y;
float s = starSDF(st.yx,5,.1);
color *= step(.7,s);
color += stroke(s,.4,.1);
gl_FragColor = vec4(color, alpha);
}

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
const vec3 uAColor = vec3(.5,.5,.5);
const vec3 uBColor = vec3(.5,.5,.5);
const vec3 uCColor = vec3(1.,1.,1.);
const vec3 uDColor = vec3(.0,.33,.67);
//get colors from http://dev.thi.ng/gradients/
vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
float stroke(in float x_coor, float s, float width){
float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
return clamp(d, 0.,1.);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
vec2 pos = vec2(.5)-st;
float r = length(pos)*2.;
float a = atan(pos.y,pos.x);
float f = sin(a*3.);
f = abs(cos(a*3.));
f = abs(cos(a*2.5))*.5+.3;
f = abs(cos(a*12.)*sin(a*3.))*.8+.1;
f = smoothstep(-.5,.8,cos(a*10.))*.2+.5;
color += 1.-stroke(f, 1.,.4);
gl_FragColor = vec4(color, alpha);
}

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
const vec3 uAColor = vec3(.5,.5,.5);
const vec3 uBColor = vec3(.5,.5,.5);
const vec3 uCColor = vec3(1.,1.,1.);
const vec3 uDColor = vec3(.0,.33,.67);
//get colors from http://dev.thi.ng/gradients/
vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
float circleSDF(vec2 st) { return length(st)*2.; }
float rectSDF(vec2 st, vec2 s) {
st = st;
return max(abs(st.x/s.x),abs(st.y/s.y));
}
float stroke(in float x_coor, float s, float width){
float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
return clamp(d, 0.,1.);
}
float polySDF(vec2 st, float angles) {
// st = st*2.-1.;
float a = atan(st.x,st.y)+PI;
float r = length(st);
float v = (2.*PI)/angles;
return cos(floor(.5+a/v)*v-a)*r;
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
st *= u_resolution.x/u_resolution.y;
st = (st - .5)*2.;
vec3 color = vec3(0.0,0.0,0.0);
vec2 m = u_mouse.xy/u_resolution.xy;
m *= u_resolution.x/u_resolution.y;
m = abs(m);
float alpha = 1.0;
float fq = 2.;
float pos = radians(dot(m,m)*360.);
float c = circleSDF(st);
float r = rectSDF(st, vec2(1.));
float a = atan(st.y,st.x);
float f = (cos(a*fq+pos)/2.+.5)*.1;
float s = polySDF(st, 6.);
//a = abs(cos(a+u_time))*.1;
//a = mix(a, .1, sin(u_time));
color += stroke(s,.5,.1+f);
//color += c;
gl_FragColor = vec4(color, alpha);
}

40
learning/shapes/sdf.frag Normal file
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
const vec3 uAColor = vec3(.5,.5,.5);
const vec3 uBColor = vec3(.5,.5,.5);
const vec3 uCColor = vec3(1.,1.,1.);
const vec3 uDColor = vec3(.0,.33,.67);
//get colors from http://dev.thi.ng/gradients/
vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
float d = 0.;
//remaps to -1 - 1;
st = st*2.-1.;
d = length(abs(st)-.3);
d = length(min(abs(st)-.3,0.));
d = length(max(abs(st)-.3,0.));
//color += fract(d*10.);
//color += vec3(step(.3,d));
//color += vec3(step(.3,d)*step(d,.4));
color += vec3(smoothstep(.3,.4,d)*smoothstep(.6,.5,d));
gl_FragColor = vec4(color, alpha);
}