Files
shaders/learning/PixelSpirit/bundle.frag
2024-06-04 19:38:40 +02:00

43 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 hexSDF(vec2 st) {
st = abs(st*2.-1.);
return max(abs(st.y),st.x*.866025+st.y*.5);
}
float stroke(in float x_coor, float s, float width){
float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
return clamp(d, 0.,1.);
}
float fill(float x, float size) { return 1.-step(size, x); }
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
st = st.yx;
color += stroke(hexSDF(st),.6,.1);
color += fill(hexSDF(st-vec2(-.06,-.1)),.15);
color += fill(hexSDF(st-vec2(-.06,.1)),.15);
color += fill(hexSDF(st-vec2(.11,.0)),.15);
gl_FragColor = vec4(color, alpha);
}