mirror of
https://github.com/bvanroll/shaders.git
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49 lines
1.2 KiB
GLSL
49 lines
1.2 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) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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mat2 rotate2d(float _angle){
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return mat2(cos(_angle),-sin(_angle),
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sin(_angle),cos(_angle));
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}
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float crossSDF(vec2 st, float s) {
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vec2 size = vec2(.25, s);
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float a = max(abs(st.x/size.x),abs(st.y/size.y));
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float b = max(abs(st.x/size.y),abs(st.y/size.x));
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return min(a,b);
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}
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float fill(float x, float size) { return 1.-step(size, x); }
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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st.x *= u_resolution.x/u_resolution.y;
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st = (st-.5)*2.;
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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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vec2 translate = vec2(cos(u_time),sin(u_time));
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//move before rotate. i would've thought the opposite
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st = st - translate*.35;
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st = rotate2d(sin(u_time)*PI) * st;
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//color = vec3(st.x,st.y,.0);
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color += fill(crossSDF(st,1.),.3);
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gl_FragColor = vec4(color, alpha);
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}
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