#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 hexSDF(vec2 st) { st = abs(st); return max(abs(st.y),st.x*.866025+st.y*.5); } float polySDF(vec2 st, float angles) { float a = atan(st.x,st.y)+PI; float r = length(st); float v = (2.*PI)/angles; return cos(floor(.5+a/v)*v-a)*r; } vec2 rotate(vec2 st, float a) { st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st); return st; } float triSDF(vec2 st) { st = st*2.; return max(abs(st.x)*.866025+st.y*.5,-st.y*.5); } float vesicaSDF(vec2 st, float w) { vec2 offset1 = st-vec2(w,.0); vec2 offset2 = st+vec2(w,.0); float circle1 = length(offset1); float circle2 = length(offset2); return max(circle1, circle2); } float rhombSDF(vec2 st) { vec2 st1 = (st)*2.; vec2 st2 = (vec2(st.x,0.-st.y))*2.; float triangle1 = max(abs(st1.x)*.866025+st1.y*.5,-st1.y*.5); float triangle2 = max(abs(st2.x)*.866025+st2.y*.5,-st2.y*.5); return max(triangle1, triangle2); } 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 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 circle(in vec2 st, in float radius){ vec2 dist = st-vec2(.5); return 1.-smoothstep(radius-(radius*.01), radius+(radius*.01), dot(st,st)*4.); } 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; //st = rotate(st, radians(90.*sin(u_time))); //color = vec3(hexSDF(st)); //color = vec3(polySDF(st, 3.)); //color = vec3( //color = vec3(triSDF(st)); float v = rhombSDF(st); v = crossSDF(st, .9); v = circle(st, .9); color = vec3(stroke(v,.5,.9)); gl_FragColor = vec4(color, alpha); }