thebookofshaders/08/cross-scale.frag

48 lines
1.1 KiB
GLSL
Raw Normal View History

2015-06-22 10:53:39 +00:00
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
2015-03-15 15:35:14 +00:00
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
uniform vec2 u_resolution;
uniform float u_time;
mat2 scale(vec2 _scale){
return mat2(_scale.x,0.0,
0.0,_scale.y);
}
float box(in vec2 _st, in vec2 _size){
_size = vec2(0.5) - _size*0.5;
vec2 uv = smoothstep(_size,
_size+vec2(0.001),
_st);
uv *= smoothstep(_size,
_size+vec2(0.001),
vec2(1.0)-_st);
return uv.x*uv.y;
}
float cross(in vec2 _st, float _size){
return box(_st, vec2(_size,_size/4.)) +
box(_st, vec2(_size/4.,_size));
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(0.0);
st -= vec2(0.5);
st = scale( vec2(sin(u_time)+1.0) ) * st;
st += vec2(0.5);
// Show the coordinates of the space on the background
// color = vec3(st.x,st.y,0.0);
// Add the shape on the foreground
color += vec3(cross(st,0.2));
gl_FragColor = vec4(color,1.0);
}