mirror of
https://github.com/bvanroll/shaders.git
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69 lines
1.9 KiB
GLSL
69 lines
1.9 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) {
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return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor));
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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-.5);
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return st+.5;
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}
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float rhombSDF(vec2 st) {
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vec2 st1 = (st*2.-1.)*2.;
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vec2 st2 = (vec2(st.x,1.-st.y)*2.-1.)*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 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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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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float size = 1.;
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float final_color = 0.5;
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float amount = 1.;
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float off = .3;
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float max_int = .5;
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float mouse_dist = distance(u_mouse.xy/u_resolution.xy,vec2(.5,.5));
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float speed = 1.;
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int iterations = 2;
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st = fract(st*amount);
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for (int i = 0; i<iterations;i++) {
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float n = fill(rhombSDF(st+vec2(0.,off)),size);
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float e = fill(rhombSDF(st+vec2(off,0.)),size);
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float s = fill(rhombSDF(st+vec2(0.,off*-1.)),size);
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float w = fill(rhombSDF(st+vec2(off*-1.,.0)),size);
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float comb = n+e+s+w;
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vec2 central = st - vec2(.5);
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comb = comb *(max_int-(abs(central.x+central.y)*sin(u_time*speed)+.3));
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final_color = mix(final_color, comb, (st.x+st.y)/2.);
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//final_color = mix(final_color,(n+e+s+w)*(max_int-(st.x*(.3+(sin(u_time*speed)*.7))),st.x);
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off += .3;
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rotate(st, radians(90.));
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}
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//color += fill(n, .2);
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color += cosPalette(final_color);
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gl_FragColor = vec4(color, alpha);
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}
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