#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); } vec2 rotateTilePattern(vec2 st) { st *= 2.; // give each cell an index number according to its position float index = .0; index += step(1., mod(st.x,2.)); index += step(1., mod(st.y,2.))*2.; // 2 3 // 0 1 st = fract(st); st = rotate(st, radians(90.*index)); return st; } float triSDF(vec2 st) { st = st*2.; return max(abs(st.x)*.866025+st.y*.5,-st.y*.5); } vec2 tile(vec2 st, float tiles) {return fract(st*tiles)-.5; } 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; st = tile(st, 3.); st = rotateTilePattern(st); st -= .5; color += triSDF(st); gl_FragColor = vec4(color, alpha); }