Files
shaders/learning/PixelSpirit/the_oak.frag
2024-06-03 10:28:08 +02:00

57 lines
1.3 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));
}
vec2 rotate(vec2 st, float a) {
st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st-.5);
return st+.5;
}
float fill(float x, float size) {
return 1.-step(size, x);
}
float flip(float v, float pct) {
return mix(v, 1.-v, pct);
}
float rectSDF(vec2 st, vec2 s) {
st = st*2.-1.;
return max(abs(st.x/s.x),abs(st.y/s.y));
}
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;
st = rotate(st, radians(45.));
float r1 = rectSDF(st,vec2(1.));
float r2 = rectSDF(st+.15,vec2(1.));
color += stroke(r1,.5,.05);
color *= step(.325,r2);
//OH, by multing something by a fill, you only get the values that fall inside that fill
color += stroke(r2,.325,.05)*fill(r1,.525);
color += stroke(r2,.2,.05);
gl_FragColor = vec4(color, alpha);
}