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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@@ -0,0 +1,45 @@
#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);
}