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https://github.com/bvanroll/shaders.git
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60 lines
1021 B
GLSL
60 lines
1021 B
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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vec2 rotate2D (vec2 st, float angle) {
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st -= .5;
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st = mat2(cos(angle),-sin(angle),
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sin(angle),cos(angle))*st;
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st += .5;
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return st;
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}
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vec2 tile (vec2 st, float zoom) {
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st *= zoom;
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return fract(st);
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}
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vec2 rotateTilePatter(vec2 st) {
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st *= 2.;
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float index = 0.0;
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index += step(1., mod(st.x,2.));
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index += step(1.,mod(st.y,2.))*2.;
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st = fract(st);
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if(index == 1.) {
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st = rotate2D(st, PI*.5);
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} else if (index == 2.){
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st = rotate2D(st, PI*-.5);
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} else if (index == 3.){
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st = rotate2D(st, PI);
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}
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return st;
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}
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void main() {
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vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y;
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// vec2 st = gl_FragCoord.xy/u_resolution.xy;
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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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st = fract(st*2.);
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st = rotateTilePatter(st);
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color += step(st.x,st.y);
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gl_FragColor = vec4(color, alpha);
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}
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