mirror of
https://github.com/bvanroll/shaders.git
synced 2025-08-29 20:12:48 +00:00
58 lines
1.5 KiB
GLSL
58 lines
1.5 KiB
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) {
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return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor));
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}
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float rectSDF(vec2 st, vec2 s) {
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st = st*2.-1.;
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return max(abs(st.x/s.x),abs(st.y/s.y));
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}
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vec2 rotate(vec2 st, float a) {
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st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st-.5);
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return st+.5;
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}
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float fill(float x, float size) {
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return 1.-step(size, x);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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// probably super inefficient/complicated
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//st = rotate(st, radians(45.));
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//float r1 = fill(rectSDF(st, vec2(1.,1.)),.3);
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//float r1_bord = 1.-fill(rectSDF(st, vec2(1.,1.)),.35)-r1;
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//float r2 = fill(rectSDF(st+vec2(-.12,.12),vec2(1.,1.)),.2);
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//float r3 = fill(rectSDF(st+vec2(.12,-.12),vec2(1.,1.)),.2);
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//color += r2+r3;
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//color *= (r1_bord+r1);
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//color += r1;
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st = rotate(st, radians(-45.));
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float off = .12;
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vec2 s = vec2(1.);
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color += fill(rectSDF(st+off,s),.2);
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color += fill(rectSDF(st-off,s),.2);
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float r = rectSDF(st,s);
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color *= step(.33,r);
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color += fill(r,.3);
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// yep this step trick is way better then the fuckery i was doing
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gl_FragColor = vec4(color, alpha);
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}
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