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

57 lines
1.2 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) {
return mat2(cos(a),-sin(a),sin(a),cos(a))*(st);
}
vec2 rotateTilePattern(vec2 st) {
st *= 2.;
// give each cell an index number according to its position
float index = .0;
index += step(1., mod(st.x,2.));
index += step(1., mod(st.y,2.))*2.;
// 2 3
// 0 1
st = fract(st);
st = rotate(st, radians(90.*index));
return st;
}
float triSDF(vec2 st) {
st = st*2.;
return max(abs(st.x)*.866025+st.y*.5,-st.y*.5);
}
vec2 tile(vec2 st, float tiles) {return fract(st*tiles)-.5; }
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 = tile(st, 3.);
st = rotateTilePattern(st);
st -= .5;
color += triSDF(st);
gl_FragColor = vec4(color, alpha);
}