#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 rhombSDF(vec2 st) { vec2 st1 = (st)*2.; vec2 st2 = (vec2(st.x,0.-st.y)*2.-1.)*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 fill(float x, float size) { return 1.-step(size, x); } float circleSDF(vec2 st) { return length(st); } float triSDF(vec2 st) { st = st*2.; return max(abs(st.x)*.866025+st.y*.5,-st.y*.5); } float rectSDF(vec2 st, vec2 s) { return max(abs(st.x/s.x),abs(st.y/s.y)); } vec2 rotate(vec2 st, float a) { st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st); return st; } vec2 tile(vec2 st, float tiles) { return fract(st*tiles)-.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; } void main() { vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; vec2 st2 = tile(st, 2.); st2 = rotate(st2, radians(30.*u_time)); float a = atan(st2.y,st2.x); float fq = cos(a*2.+(st.x+st.y)/2.+u_time/2.); fq = 1.; float c = fill(circleSDF(st2),.2+fq*.1); float t = fill(triSDF(st2),.2+fq*.1); float r = fill(rectSDF(st2, vec2(1.)),.2+fq*.1); float f = fill(polySDF(st2, 5.),.2+fq*.1); color += c*step(st.x,.0)*step(st.y,.0); color += f*step(st.x,.0)*step(.0,st.y); color += t*step(0.,st.x)*step(st.y,.0); color += r*step(.0,st.x)*step(.0,st.y); gl_FragColor = vec4(color, alpha); }