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https://github.com/bvanroll/shaders.git
synced 2025-08-28 19:42:49 +00:00
deze versie cared nie om aspect ratio. kmoet die truc onthouden
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31
learning/shapes/distancefield.frag
Normal file
31
learning/shapes/distancefield.frag
Normal file
@@ -0,0 +1,31 @@
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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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float circle(in vec2 st, in float radius){
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vec2 dist = st-vec2(.5);
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return 1.-smoothstep(radius-(radius*.01),
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radius+(radius*.01),
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dot(dist,dist)*4.);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(1.0);
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float alpha = 0.;
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float d = 0.0;
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// remaps space to -1 1
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st = st *2.-1.;
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d = length(abs(st)-.3);
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gl_FragColor = vec4(color, alpha);
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}
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@@ -19,8 +19,11 @@ float circle_grid(in vec2 _st, in float _radius, in float amount, in float speed
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0,0.0,0.0);
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vec2 stm = (u_mouse/u_resolution)-vec2(.5);
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circle_grid(st,(sin(u_time)+1.)/2., 8., 2.,stm.x, stm.y*-1.);
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color.r = circle_grid(st,(sin(u_time)+1.)/2., 8., 2.,stm.x, stm.y*-1.);
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color.g = circle_grid(st,(sin(u_time*2.)+1.)/4., 8., 2.,stm.x*-1., stm.y*-1.);
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color.b = circle_grid(st,(sin(u_time*3.)+1.)/8., 8., 2.,stm.x*-1., stm.y);
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@@ -8,6 +8,8 @@ uniform float u_time;
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#define PI 3.14159265359
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0,0.0,0.0);
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