thebookofshaders/13/fractal-tile.frag

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2015-09-10 16:49:53 +00:00
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
float random(in vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); }
vec2 tileFractal(vec2 st) {
vec2 f = fract(st);
vec2 i = floor(st);
return fract(st*pow(2.,floor(random(i)*5.)));
}
float circle(vec2 st, float radius){
vec2 pos = vec2(0.5)-st;
radius *= 0.75;
return 1.-smoothstep(radius-(radius*0.05),radius+(radius*0.05),dot(pos,pos)*3.14);
}
float box(vec2 st, vec2 size){
size = vec2(0.5)-size*0.5;
vec2 uv = smoothstep(size,size+vec2(1e-4),st);
uv *= smoothstep(size,size+vec2(1e-4),vec2(1.0)-st);
return uv.x*uv.y;
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0);
st *= 3.;
st = tileFractal(st);
float pct = 0.;
pct = circle(st,.999);
// pct = box(st,vec2(.95));
color.rg = st;
color.rgb = vec3(1.)*pct;
gl_FragColor = vec4(color,1.);
}