Files
shaders/learning/PixelSpirit/hope.frag
2024-06-01 14:44:18 +02:00

48 lines
1011 B
GLSL

#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 circleSDF(vec2 st) {
return length(st-.5)*2.;
}
float vesicaSDF(vec2 st, float w) {
vec2 offset = vec2(w*.5,.0);
return max(circleSDF(st-offset), circleSDF(st+offset));
}
float fill(float x, float size) {
return 1.-step(size, x);
}
float flip(float v, float pct) {
return mix(v, 1.-v, pct);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
float ves = fill(vesicaSDF(st, .5),.8);
float lower = step((st.x+st.y)/2.,.5);
color += flip(ves, lower);
gl_FragColor = vec4(color, alpha);
}