thebookofshaders/09/mirrortiles.frag

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2015-06-20 12:39:58 +00:00
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
2015-03-15 15:35:14 +00:00
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265358979323846
uniform vec2 u_resolution;
uniform float u_time;
float fillX(vec2 _st, float _pct,float _antia){
return smoothstep( _pct-_antia, _pct, _st.x);
}
float fillY(vec2 _st, float _pct,float _antia){
return smoothstep( _pct-_antia, _pct, _st.y);
}
vec2 mirrorTile(vec2 _st, float _zoom){
_st *= _zoom;
if (fract(_st.y * 0.5) > 0.5){
_st.y = 1.0-_st.y;
}
return fract(_st);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(0.0);
st = mirrorTile(st,5.0);
color = vec3(fillY(st,0.5+sin(st.x*PI*2.0)*0.45,0.02));
gl_FragColor = vec4( color, 1.0 );
}