thebookofshaders/examples/07/florr422-polar.frag

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2015-10-09 21:43:53 +00:00
// By Regina Flores Mir ( http://www.reginafloresmir.com )
// For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
#define TWO_PI 6.28318530718
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
// Reference to
// http://thndl.com/square-shaped-shaders.html
//NOTE FUNCTION ONLY WORKS FOR N < 20
//THEN IT TURNS INTO A CIRCLE
float geomFun(int n, vec2 st){
// Number of sides of your shape
int N = n;
// Angle and radius from the current pixel
float a = atan(st.x,st.y)+PI;
float r = TWO_PI/float(N);
// Shaping function that modulate the distance
//Uncomment these to try different ones
// float d = cos(floor(.5+a/r)*r-a)*length(st);
// float d = cos(floor(.5+a/r)*r-a)* length( abs(st)-.3 );
// float d = cos(floor(.5+a/r)*r-a)*length( max(abs(st)-.3,0.) );
float d = cos(floor(.5+a/r)*r-a)*length( min(abs(st)-.4,0.) );
return d;
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
float d = 0.0;
// Remap the space to -1. to 1.
st = st *2.-1.;
float myfun = geomFun(5, st);
color = vec3(1.0-smoothstep(.4,.41, myfun));
// color = vec3(d);
gl_FragColor = vec4(color,1.0);
}