mirror of
https://github.com/bvanroll/shaders.git
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57 lines
1.2 KiB
GLSL
57 lines
1.2 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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vec2 rotateTilePattern(vec2 st) {
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st *= 2.;
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// give each cell an index number according to its position
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float index = .0;
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index += step(1., mod(st.x,2.));
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index += step(1., mod(st.y,2.))*2.;
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// 2 3
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// 0 1
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st = fract(st);
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st = rotate(st, radians(90.*index));
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return st;
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}
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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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vec2 tile(vec2 st, float tiles) {return fract(st*tiles)-.5; }
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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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st = tile(st, 3.);
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st = rotateTilePattern(st);
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st -= .5;
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color += triSDF(st);
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gl_FragColor = vec4(color, alpha);
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}
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