Files
shaders/learning/shapes/triangle.frag
2024-05-06 18:09:28 +02:00

33 lines
698 B
GLSL

#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
#define TWO_PI 6.28318530718
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y; //wtf is this for? maybe it's to maintain aspect ratio
vec3 color = vec3(0.0);
float d = 0.0;
//Remap the space to -1 to 1
st = st*2.-1.;
// number of sides of your shape
int N = 3;
// angle and radius from the current pixel
float a = atan(st.x,st.y)+PI;
float r = TWO_PI/float(N);
d = cos(floor(.5+a/r)*r-a)*length(st);
color = vec3(1.0-smoothstep(.4,.41,d));
gl_FragColor = vec4(color,1.0);
}