thebookofshaders/examples/07/mahau289-logo.frag

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2015-10-09 21:43:53 +00:00
// By Udit Mahajan ( uditmahajan.com / @mahajan_udit )
// For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015
//Choose a geometric logo to replicate using distance fields.
#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
float field(float n, float x, float y, vec2 st){
st = st-vec2(2.*x-1.,2.*y-1.);
float a = atan(st.x,st.y)+PI;
float r = TWO_PI/float(n);
return (cos(floor(.5+a/r)*r-a)*length(st));
}
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,d2,d3,d4 = 0.0;
float a = 0.0;
float r = 0.0;
// Remap the space to -1. to 1.
st = st *2.-1.;
// Number of sides of your shape
int N = 9;
// Shaping function that modulate the distance
d = field(3.,0.5,0.5,st); // Number of sides, x position, y position, st
d2 = field(3.,0.68,0.65,st);
d3 = field(3.,0.32,0.65,st);
d4 = field(3.,0.5,0.33,st);
color = vec3(smoothstep(.4,.41,d2*2.));
color *= vec3(smoothstep(.4,.41,d3*2.));
color *= vec3(smoothstep(.4,.41,d4*2.));
color *= vec3(0.2,1.,1.);
color -= vec3(smoothstep(.4,.41,d));
// color = vec3(d);
gl_FragColor = vec4(1.-color,1.0);
}