mirror of
https://github.com/bvanroll/shaders.git
synced 2025-08-29 12:02:44 +00:00
39 lines
870 B
GLSL
39 lines
870 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)); }
|
|
|
|
vec2 brickTile(vec2 st, float zoom) {
|
|
st *= zoom;
|
|
st.x += step(1., mod(st.y,2.)) * .5;
|
|
return fract(st);
|
|
}
|
|
|
|
float rectSDF(vec2 st, vec2 s) {
|
|
return max(abs(st.x/s.x),abs(st.y/s.y));
|
|
}
|
|
|
|
void main() {
|
|
vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y;
|
|
vec3 color = vec3(0.0,0.0,0.0);
|
|
float alpha = 1.0;
|
|
|
|
st = brickTile(st, 5.) - .5;
|
|
color += rectSDF(st, vec2(1.));
|
|
|
|
|
|
gl_FragColor = vec4(color, alpha);
|
|
}
|