mirror of
https://github.com/bvanroll/shaders.git
synced 2025-08-28 19:42:49 +00:00
67 lines
1.6 KiB
GLSL
67 lines
1.6 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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vec2 rotate(vec2 st, float a) {
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return mat2(cos(a),-sin(a),sin(a),cos(a))*(st);
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}
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float starSDF(vec2 st, float V, float s) {
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st = st*4.;
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float a = atan(st.y, st.x)/(2.*3.14159265359);
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float seg = a * V;
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a = ((floor(seg) + .5)/V + mix(s, -s,step(.5,fract(seg)))) * (2.*3.14159265359);
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return abs(dot(vec2(cos(a),sin(a)),st));
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}
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float fill(float x, float size) { return 1.-step(size, x); }
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float polySDF(vec2 st, float angles) {
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float a = atan(st.x,st.y)+PI;
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float r = length(st);
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float v = (2.*PI)/angles;
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return cos(floor(.5+a/v)*v-a)*r;
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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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// i got lazy
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void main() {
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vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y;
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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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float bg = starSDF(st, 16., .1);
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color += fill(bg,1.3);
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float l = 0.;
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for (float i = 0.; i< 8.; i++) {
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vec2 xy = rotate(st, radians(180./4.)*i);
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xy.y -= .3;
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float tri = polySDF(xy, 3.);
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color += fill(tri, .3);
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l += stroke(tri, .3, .03);
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}
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color *= 1.-l;
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float c = polySDF(st, 8.);
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color -= stroke(c, .15, .04);
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gl_FragColor = vec4(color, alpha);
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}
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