Files
shaders/learning/2d_matrices/rotations.frag
2024-06-08 16:36:48 +02:00

49 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)); }
mat2 rotate2d(float _angle){
return mat2(cos(_angle),-sin(_angle),
sin(_angle),cos(_angle));
}
float crossSDF(vec2 st, float s) {
vec2 size = vec2(.25, s);
float a = max(abs(st.x/size.x),abs(st.y/size.y));
float b = max(abs(st.x/size.y),abs(st.y/size.x));
return min(a,b);
}
float fill(float x, float size) { return 1.-step(size, x); }
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
st.x *= u_resolution.x/u_resolution.y;
st = (st-.5)*2.;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
vec2 translate = vec2(cos(u_time),sin(u_time));
//move before rotate. i would've thought the opposite
st = st - translate*.35;
st = rotate2d(sin(u_time)*PI) * st;
//color = vec3(st.x,st.y,.0);
color += fill(crossSDF(st,1.),.3);
gl_FragColor = vec4(color, alpha);
}