thebookofshaders/08/tmp/cross-doted.frag

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GLSL
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2015-09-09 21:48:43 +00:00
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
uniform vec2 u_resolution;
uniform float u_time;
mat2 rotate2d(float angle){
return mat2(cos(angle),-sin(angle),
sin(angle),cos(angle));
}
float boxDF(vec2 st, float size) {
st = st*2.-1.;
return length(max(abs(st)-size,.0));
}
float box(vec2 st, float size, float radio) {
radio = max(radio,.000001);
return 1.-step(radio,boxDF(st,size-radio));
}
float cross(vec2 st, float radio) {
float size = .25;
size *= (1.0-radio*2.);
return box(st,size,radio) +
box(st+vec2(.0,size*(1.0-radio*2.)),size,min(radio,size)) +
box(st+vec2(.0,-size*(1.0-radio*2.)),size,min(radio,size)) +
box(st+vec2(size*(1.0-radio*2.),.0),size,min(radio,size)) +
box(st+vec2(-size*(1.0-radio*2.),.0),size,min(radio,size));
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
st -= vec2(0.5);
st = rotate2d( sin(u_time)*PI ) * st;
st += vec2(0.5);
// Add the shape on the foreground
color += cross(st,(1.0-abs(sin(u_time)))*.5);
gl_FragColor = vec4(color,1.0);
}