mirror of
https://github.com/bvanroll/shaders.git
synced 2025-08-29 20:12:48 +00:00
61 lines
1.5 KiB
GLSL
61 lines
1.5 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 circleSDF(vec2 st) { return length(st)*2.; }
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float rectSDF(vec2 st, vec2 s) {
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st = st;
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return max(abs(st.x/s.x),abs(st.y/s.y));
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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 polySDF(vec2 st, float angles) {
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// st = st*2.-1.;
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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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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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st *= 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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vec2 m = u_mouse.xy/u_resolution.xy;
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m *= u_resolution.x/u_resolution.y;
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m = abs(m);
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float alpha = 1.0;
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float fq = 3.;
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float pos =radians(180.*u_time);
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float circle = circleSDF(st);
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float r = rectSDF(st, vec2(1.));
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float a = atan(st.y,st.x);
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float f = (cos(a*fq+pos)/2.+.5)*.1;
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float s = polySDF(st, 6.);
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//a = abs(cos(a+u_time))*.1;
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//a = mix(a, .1, sin(u_time));
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color += stroke(circle,.5,f);
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//color += c;
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gl_FragColor = vec4(color, alpha);
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}
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