mirror of
https://github.com/bvanroll/shaders.git
synced 2025-08-29 03:52:47 +00:00
75 lines
1.9 KiB
GLSL
75 lines
1.9 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 rhombSDF(vec2 st) {
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vec2 st1 = (st)*2.;
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vec2 st2 = (vec2(st.x,0.-st.y)*2.-1.)*2.;
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float triangle1 = max(abs(st1.x)*.866025+st1.y*.5,-st1.y*.5);
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float triangle2 = max(abs(st2.x)*.866025+st2.y*.5,-st2.y*.5);
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return max(triangle1, triangle2);
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}
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float fill(float x, float size) { return 1.-step(size, x); }
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float circleSDF(vec2 st) { return length(st); }
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float triSDF(vec2 st) {
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st = st*2.;
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return max(abs(st.x)*.866025+st.y*.5,-st.y*.5);
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}
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float rectSDF(vec2 st, vec2 s) {
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return max(abs(st.x/s.x),abs(st.y/s.y));
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}
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vec2 rotate(vec2 st, float a) {
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st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st);
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return st;
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}
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vec2 tile(vec2 st, float tiles) {
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return fract(st*tiles)-.5;
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}
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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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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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vec2 st2 = tile(st, 2.);
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st2 = rotate(st2, radians(30.*u_time));
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float a = atan(st2.y,st2.x);
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float fq = cos(a*2.+(st.x+st.y)/2.+u_time/2.);
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fq = 1.;
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float c = fill(circleSDF(st2),.2+fq*.1);
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float t = fill(triSDF(st2),.2+fq*.1);
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float r = fill(rectSDF(st2, vec2(1.)),.2+fq*.1);
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float f = fill(polySDF(st2, 5.),.2+fq*.1);
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color += c*step(st.x,.0)*step(st.y,.0);
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color += f*step(st.x,.0)*step(.0,st.y);
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color += t*step(0.,st.x)*step(st.y,.0);
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color += r*step(.0,st.x)*step(.0,st.y);
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gl_FragColor = vec4(color, alpha);
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}
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