Files
shaders/experiments/holo/holo_old.frag
2024-06-01 14:44:18 +02:00

55 lines
1.4 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);
const vec3 uBColor = vec3(.5);
const vec3 uCColor = vec3(1.);
const vec3 uDColor = vec3(.3,.2,.2);
//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-.5)*2.;
}
float fill(float x, float size) {
return 1.-step(size, x);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
float col = 0.0;
vec2 l = vec2(.5,.5)-(u_mouse/u_resolution);
l = l*.1;
float alpha = 1.0;
float dots = 1.;
float dotsize = .7;
vec2 off = vec2(.1,.1);
float movemod = sin(u_time)/2.+1.;
col += fill(circleSDF(fract(st*dots)+l+movemod),dotsize)/4.;
for (int i = 0; i < 4; i++) {
vec2 off1 = off * vec2(-1,1);
vec2 off2 = off * vec2(1,-1);
vec2 off3 = off * vec2(1,1);
vec2 off4 = off * vec2(-1,-1);
col += fill(circleSDF(fract(st*dots)+off1+l+movemod),dotsize)/4.;
col += fill(circleSDF(fract(st*dots)+off2+l),dotsize)/4.;
col += fill(circleSDF(fract(st*dots)+off3+l),dotsize)/4.;
col += fill(circleSDF(fract(st*dots)+off4+l),dotsize)/4.;
//col += fill(circleSDF(fract(st*dots + l*.9+off)*.3), dotsize);
off += vec2(.1,.1);
}
vec3 color = cosPalette(col);
gl_FragColor = vec4(color, alpha);
}