Files
shaders/learning/shapes/polar_shapes.frag

40 lines
1000 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)); }
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.);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
vec2 pos = vec2(.5)-st;
float r = length(pos)*2.;
float a = atan(pos.y,pos.x);
float f = sin(a*3.);
f = abs(cos(a*3.));
f = abs(cos(a*2.5))*.5+.3;
f = abs(cos(a*12.)*sin(a*3.))*.8+.1;
f = smoothstep(-.5,.8,cos(a*10.))*.2+.5;
color += 1.-stroke(f, 1.,.4);
gl_FragColor = vec4(color, alpha);
}