mirror of
https://github.com/bvanroll/shaders.git
synced 2025-08-29 12:02:44 +00:00
55 lines
1.4 KiB
GLSL
55 lines
1.4 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);
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const vec3 uBColor = vec3(.5);
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const vec3 uCColor = vec3(1.);
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const vec3 uDColor = vec3(.3,.2,.2);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) {
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return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor));
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}
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float circleSDF(vec2 st) {
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return length(st-.5)*2.;
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}
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float fill(float x, float size) {
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return 1.-step(size, x);
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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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float col = 0.0;
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vec2 l = vec2(.5,.5)-(u_mouse/u_resolution);
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l = l*.1;
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float alpha = 1.0;
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float dots = 1.;
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float dotsize = .7;
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vec2 off = vec2(.1,.1);
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float movemod = sin(u_time)/2.+1.;
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col += fill(circleSDF(fract(st*dots)+l+movemod),dotsize)/4.;
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for (int i = 0; i < 4; i++) {
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vec2 off1 = off * vec2(-1,1);
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vec2 off2 = off * vec2(1,-1);
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vec2 off3 = off * vec2(1,1);
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vec2 off4 = off * vec2(-1,-1);
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col += fill(circleSDF(fract(st*dots)+off1+l+movemod),dotsize)/4.;
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col += fill(circleSDF(fract(st*dots)+off2+l),dotsize)/4.;
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col += fill(circleSDF(fract(st*dots)+off3+l),dotsize)/4.;
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col += fill(circleSDF(fract(st*dots)+off4+l),dotsize)/4.;
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//col += fill(circleSDF(fract(st*dots + l*.9+off)*.3), dotsize);
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off += vec2(.1,.1);
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}
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vec3 color = cosPalette(col);
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gl_FragColor = vec4(color, alpha);
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}
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