#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) { return mat2(cos(a),-sin(a),sin(a),cos(a))*(st); } float starSDF(vec2 st, float V, float s) { st = st*4.; float a = atan(st.y, st.x)/(2.*3.14159265359); float seg = a * V; a = ((floor(seg) + .5)/V + mix(s, -s,step(.5,fract(seg)))) * (2.*3.14159265359); return abs(dot(vec2(cos(a),sin(a)),st)); } float fill(float x, float size) { return 1.-step(size, x); } 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; } 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.); } // i got lazy 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; float bg = starSDF(st, 16., .1); color += fill(bg,1.3); float l = 0.; for (float i = 0.; i< 8.; i++) { vec2 xy = rotate(st, radians(180./4.)*i); xy.y -= .3; float tri = polySDF(xy, 3.); color += fill(tri, .3); l += stroke(tri, .3, .03); } color *= 1.-l; float c = polySDF(st, 8.); color -= stroke(c, .15, .04); gl_FragColor = vec4(color, alpha); }