#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)); } //starting to refactor these so i can use them as individual snippets without dependencies float rhombSDF(vec2 st) { vec2 st1 = (st*2.-1.)*2.; vec2 st2 = (vec2(st.x,1.-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 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; float sdf = rhombSDF(st); color += fill(sdf,.425); color += stroke(sdf, .5,.05); color += stroke(sdf, .6,.05); gl_FragColor = vec4(color, alpha); }