thebookofshaders/09/truchet.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;
vec2 rotate2D (vec2 _st, float _angle) {
_st -= 0.5;
_st = mat2(cos(_angle),-sin(_angle),
sin(_angle),cos(_angle)) * _st;
_st += 0.5;
return _st;
}
vec2 tile (vec2 _st, float _zoom) {
_st *= _zoom;
return fract(_st);
}
vec2 rotateTilePattern(vec2 _st){
_st *= 2.0;
float index = 0.0;
if (fract(_st.x * 0.5) > 0.5){
index += 1.0;
}
if (fract(_st.y * 0.5) > 0.5){
index += 2.0;
}
_st = fract(_st);
if(index == 1.0){
_st = rotate2D(_st,PI*0.5);
} else if(index == 2.0){
_st = rotate2D(_st,PI*-0.5);
} else if(index == 3.0){
_st = rotate2D(_st,PI);
}
return _st;
}
void main (void) {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st = tile(st,3.0);
st = rotateTilePattern(st);
// st = tile(st,3.0);
// st = rotate2D(st,-PI*u_time*0.25);
gl_FragColor = vec4(vec3(step(st.x,st.y)),1.0);
// step(st.x,st.y) just makes a b&w triangles
// but you can use what ever design you want.
}