Files
shaders/learning/PixelSpirit/the_summit.frag
2024-06-01 14:44:18 +02:00

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));
}
float circleSDF(vec2 st) {
return length(st-.5)*2.;
}
float triSDF(vec2 st) {
st = (st*2.-1.)*2.;
return max(abs(st.x)*.866025+st.y*.5,-st.y*.5);
}
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.);
}
float fill(float x, float size) {
return 1.-step(size, x);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
float circle = circleSDF(st-vec2(.0,.1));
float triangle = triSDF(st+vec2(.0,.1));
color += stroke(circle,.45,.1);
//good way to disable colors in a space. since mult 1. gives the og value but mult .0 sets to 0
color *= step(.55,triangle);
color += fill(triangle,.45);
gl_FragColor = vec4(color, alpha);
}