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

43 lines
879 B
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 fill(float x, float size) {
return 1.-step(size, x);
}
//wtf even
float triSDF(vec2 st) {
st = (st*2.-1.)*2.;
return max(abs(st.x)*.866025+st.y*.5,-st.y*.5);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
st.y = 1.-st.y;
vec2 ts = vec2(st.x,.82-st.y);
color += fill(triSDF(st), .7);
color -= fill(triSDF(ts), .36);
gl_FragColor = vec4(color, alpha);
}