mirror of
https://github.com/bvanroll/shaders.git
synced 2025-08-29 03:52:47 +00:00
42 lines
1.1 KiB
GLSL
42 lines
1.1 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 fill(float x, float size) { return 1.-step(size, x); }
|
|
|
|
float polySDF(vec2 st, float angles) {
|
|
st = st*2.-1.;
|
|
float a = atan(st.x,st.y)+PI;
|
|
float r = length(st);
|
|
float v = (2.*PI)/angles;
|
|
return cos(floor(.5+a/v)*v-a)*r;
|
|
}
|
|
|
|
void main() {
|
|
vec2 st = gl_FragCoord.xy/u_resolution;
|
|
vec3 color = vec3(0.0,0.0,0.0);
|
|
float alpha = 1.0;
|
|
float d1 = polySDF(st,5.);
|
|
vec2 ts = vec2(st.x,1.-st.y); //flips the y coords, interesting name btw
|
|
float d2 = polySDF(ts,5.);
|
|
//color += fract(d1*3.);
|
|
color += fill(d1,.75)*fill(fract(d1*5.),.5);
|
|
color -= fill(d1,.6)*fill(fract(d2*4.9),.45);
|
|
//color = vec3(fill(fract(d1*10.),.5));
|
|
|
|
gl_FragColor = vec4(color, alpha);
|
|
}
|