mirror of
https://github.com/bvanroll/shaders.git
synced 2025-08-29 20:12:48 +00:00
95 lines
2.3 KiB
GLSL
95 lines
2.3 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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float hexSDF(vec2 st) {
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st = abs(st);
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return max(abs(st.y),st.x*.866025+st.y*.5);
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}
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float polySDF(vec2 st, float angles) {
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float a = atan(st.x,st.y)+PI;
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float r = length(st);
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float v = (2.*PI)/angles;
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return cos(floor(.5+a/v)*v-a)*r;
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}
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vec2 rotate(vec2 st, float a) {
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st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st);
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return st;
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}
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float triSDF(vec2 st) {
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st = st*2.;
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return max(abs(st.x)*.866025+st.y*.5,-st.y*.5);
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}
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float vesicaSDF(vec2 st, float w) {
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vec2 offset1 = st-vec2(w,.0);
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vec2 offset2 = st+vec2(w,.0);
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float circle1 = length(offset1);
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float circle2 = length(offset2);
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return max(circle1, circle2);
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}
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float rhombSDF(vec2 st) {
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vec2 st1 = (st)*2.;
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vec2 st2 = (vec2(st.x,0.-st.y))*2.;
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float triangle1 = max(abs(st1.x)*.866025+st1.y*.5,-st1.y*.5);
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float triangle2 = max(abs(st2.x)*.866025+st2.y*.5,-st2.y*.5);
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return max(triangle1, triangle2);
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}
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float stroke(in float x_coor, float s, float width){
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float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
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return clamp(d, 0.,1.);
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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 rect1 = max(abs(st.x/size.x),abs(st.y/size.y));
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float rect2 = max(abs(st.x/size.y),abs(st.y/size.x));
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return min(rect1,rect2);
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}
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float circle(in vec2 st, in float radius){
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vec2 dist = st-vec2(.5);
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return 1.-smoothstep(radius-(radius*.01),
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radius+(radius*.01),
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dot(st,st)*4.);
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}
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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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//st = rotate(st, radians(90.*sin(u_time)));
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//color = vec3(hexSDF(st));
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//color = vec3(polySDF(st, 3.));
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//color = vec3(
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//color = vec3(triSDF(st));
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float v = rhombSDF(st);
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v = crossSDF(st, .9);
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v = circle(st, .9);
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color = vec3(stroke(v,.5,.9));
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gl_FragColor = vec4(color, alpha);
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}
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