Files
shaders/learning/patterns/offset.frag
2024-06-13 18:15:24 +02:00

39 lines
870 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)); }
vec2 brickTile(vec2 st, float zoom) {
st *= zoom;
st.x += step(1., mod(st.y,2.)) * .5;
return fract(st);
}
float rectSDF(vec2 st, vec2 s) {
return max(abs(st.x/s.x),abs(st.y/s.y));
}
void main() {
vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y;
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
st = brickTile(st, 5.) - .5;
color += rectSDF(st, vec2(1.));
gl_FragColor = vec4(color, alpha);
}