#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); }