#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 fill(float x, float size) { return 1.-step(size, x); } float polySDF(vec2 st, float angles) { st = st*2.-1.; 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/u_resolution; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; float d1 = polySDF(st,5.); vec2 ts = vec2(st.x,1.-st.y); //flips the y coords, interesting name btw float d2 = polySDF(ts,5.); //color += fract(d1*3.); color += fill(d1,.75)*fill(fract(d1*5.),.5); color -= fill(d1,.6)*fill(fract(d2*4.9),.45); //color = vec3(fill(fract(d1*10.),.5)); gl_FragColor = vec4(color, alpha); }