diff --git a/learning/PixelSpirit/the_oak.frag b/learning/PixelSpirit/the_oak.frag new file mode 100644 index 0000000..b924d63 --- /dev/null +++ b/learning/PixelSpirit/the_oak.frag @@ -0,0 +1,57 @@ +#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)); +} + +vec2 rotate(vec2 st, float a) { + st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st-.5); + return st+.5; +} + +float fill(float x, float size) { + return 1.-step(size, x); +} + +float flip(float v, float pct) { + return mix(v, 1.-v, pct); +} + +float rectSDF(vec2 st, vec2 s) { + st = st*2.-1.; + 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.); +} + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution; + vec3 color = vec3(0.0,0.0,0.0); + float alpha = 1.0; + vec2 s = vec2(1.,1.); + st = rotate(st, radians(-45.)); + float r1 = rectSDF(st,s); + color += flip(fill(r1,.3),fill(r1,.28)); + float r2 = rectSDF(st+vec2(-.07,.07),s); + color += stroke(r2, .15, .02); + //color += flip(fill(r2,.15),fill(r2,.13)); + //float r3 = rectSDF(st+vec2(-.1,.1),s); + //color += flip(fill(r3,.1),fill(r3,.08)); + gl_FragColor = vec4(color, alpha); +}