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42
experiments/exercises/offset_patterns.frag
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42
experiments/exercises/offset_patterns.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) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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float fill(float x, float size) { return 1.-step(size, x); }
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float circleSDF(vec2 st) { return length(st); }
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void main() {
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vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y;
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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 sp = u_time/2.;
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float m = step(mod(sp*10.,2.),1.);
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vec2 st2 = st;
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//vec2 st2 = fract(st*10.)-.5;
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//vec2 u = step(mod(vec2(2.),fract(st2)*10.),vec2(1.))*2.-1.;
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//u = vec2(1.);
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st2.x += u.x*fract(sp*m);
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st2.y += u.y*fract(sp*(1.-m));
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st2 = fract(st2*10.)-.5;
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st2 *= 2.;
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float circle = (circleSDF(st2));
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float circle2 = (circle);
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color += fill(circle,.2);
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color += fill(min(circle,circle2),.5);
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gl_FragColor = vec4(color, alpha);
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}
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