#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 rectSDF(vec2 st, vec2 s) { st = st*2.-1.; 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-.5); return st+.5; } float fill(float x, float size) { return 1.-step(size, x); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; // probably super inefficient/complicated //st = rotate(st, radians(45.)); //float r1 = fill(rectSDF(st, vec2(1.,1.)),.3); //float r1_bord = 1.-fill(rectSDF(st, vec2(1.,1.)),.35)-r1; //float r2 = fill(rectSDF(st+vec2(-.12,.12),vec2(1.,1.)),.2); //float r3 = fill(rectSDF(st+vec2(.12,-.12),vec2(1.,1.)),.2); //color += r2+r3; //color *= (r1_bord+r1); //color += r1; st = rotate(st, radians(-45.)); float off = .12; vec2 s = vec2(1.); color += fill(rectSDF(st+off,s),.2); color += fill(rectSDF(st-off,s),.2); float r = rectSDF(st,s); color *= step(.33,r); color += fill(r,.3); // yep this step trick is way better then the fuckery i was doing gl_FragColor = vec4(color, alpha); }