mirror of
https://github.com/bvanroll/shaders.git
synced 2025-08-28 19:42:49 +00:00
50 lines
1.2 KiB
GLSL
50 lines
1.2 KiB
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));
|
|
}
|
|
|
|
//starting to refactor these so i can use them as individual snippets without dependencies
|
|
float rhombSDF(vec2 st) {
|
|
vec2 st1 = (st*2.-1.)*2.;
|
|
vec2 st2 = (vec2(st.x,1.-st.y)*2.-1.)*2.;
|
|
float triangle1 = max(abs(st1.x)*.866025+st1.y*.5,-st1.y*.5);
|
|
float triangle2 = max(abs(st2.x)*.866025+st2.y*.5,-st2.y*.5);
|
|
return max(triangle1, triangle2);
|
|
}
|
|
|
|
float fill(float x, float size) {
|
|
return 1.-step(size, x);
|
|
}
|
|
|
|
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.);
|
|
}
|
|
|
|
void main() {
|
|
vec2 st = gl_FragCoord.xy/u_resolution;
|
|
vec3 color = vec3(0.0,0.0,0.0);
|
|
float alpha = 1.0;
|
|
float sdf = rhombSDF(st);
|
|
color += fill(sdf,.425);
|
|
color += stroke(sdf, .5,.05);
|
|
color += stroke(sdf, .6,.05);
|
|
|
|
|
|
gl_FragColor = vec4(color, alpha);
|
|
}
|