cool cool cool

This commit is contained in:
2024-06-08 16:36:48 +02:00
parent b723101be7
commit 562de5f046
6 changed files with 289 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 crossSDF(vec2 st, float s) {
vec2 size = vec2(.25, s);
float rect1 = max(abs(st.x/size.x),abs(st.y/size.y));
float rect2 = max(abs(st.x/size.y),abs(st.y/size.x));
return min(rect1,rect2);
}
float fill(float x, float size) { return 1.-step(size, x); }
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
st.x *= u_resolution.x/u_resolution.y;
st = (st-.5)*2.;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
vec2 translate = vec2(0.,sin(u_time));
st += translate*.35;
color = vec3(st.x,st.y,.0);
color += fill(crossSDF(st,1.),.2+(cos(u_time*2.)*.1));
gl_FragColor = vec4(color, alpha);
}