Files
shaders/learning/shapes/polar_test.frag
2024-06-08 00:16:02 +02:00

61 lines
1.5 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)); }
float circleSDF(vec2 st) { return length(st)*2.; }
float rectSDF(vec2 st, vec2 s) {
st = st;
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.);
}
float polySDF(vec2 st, float angles) {
// st = st*2.-1.;
float a = atan(st.x,st.y)+PI;
float r = length(st);
float v = (2.*PI)/angles;
return cos(floor(.5+a/v)*v-a)*r;
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
st *= u_resolution.x/u_resolution.y;
st = (st - .5)*2.;
vec3 color = vec3(0.0,0.0,0.0);
vec2 m = u_mouse.xy/u_resolution.xy;
m *= u_resolution.x/u_resolution.y;
m = abs(m);
float alpha = 1.0;
float fq = 3.;
float pos =radians(180.*u_time);
float circle = circleSDF(st);
float r = rectSDF(st, vec2(1.));
float a = atan(st.y,st.x);
float f = (cos(a*fq+pos)/2.+.5)*.1;
float s = polySDF(st, 6.);
//a = abs(cos(a+u_time))*.1;
//a = mix(a, .1, sin(u_time));
color += stroke(circle,.5,f);
//color += c;
gl_FragColor = vec4(color, alpha);
}