mirror of
https://github.com/bvanroll/shaders.git
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46 lines
1.1 KiB
GLSL
46 lines
1.1 KiB
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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float starSDF(vec2 st, int V, float s) {
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st = st*4.-2.;
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float a = atan(st.y, st.x)/(2.*PI);
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float seg = a * float(V);
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a = ((floor(seg) + .5)/float(V)+mix(s,-s,step(.5,fract(seg))))*(2.*PI);
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return abs(dot(vec2(cos(a),sin(a)),st));
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}
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float stroke(in float x_coor, float s, float width){
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float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
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return clamp(d, 0.,1.);
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}
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float circleSDF(vec2 st) { return length(st-.5)*2.; }
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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color += stroke(circleSDF(st),.8,.05);
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st.y = 1.-st.y;
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float s = starSDF(st.yx,5,.1);
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color *= step(.7,s);
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color += stroke(s,.4,.1);
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gl_FragColor = vec4(color, alpha);
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}
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