thebookofshaders/09/rotatedtiles.frag

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2015-06-20 12:39:58 +00:00
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
2015-03-15 15:35:14 +00:00
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265358979323846
#define TWO_PI 6.28318530717958647693
uniform vec2 u_resolution;
uniform float u_time;
vec2 rotate2D (vec2 _st, float _angle) {
_st -= 0.5;
_st = mat2(cos(_angle),-sin(_angle),
sin(_angle),cos(_angle)) * _st;
_st += 0.5;
return _st;
}
vec2 tile (vec2 _st, float _zoom) {
_st *= _zoom;
return fract(_st);
}
vec2 rotateTile(vec2 _st){
_st *= 2.0;
float index = 0.0;
if (fract(_st.x * 0.5) > 0.5){
index += 1.0;
}
if (fract(_st.y * 0.5) > 0.5){
index += 2.0;
}
_st = fract(_st);
if(index == 1.0){
_st = rotate2D(_st,PI*0.5);
} else if(index == 2.0){
_st = rotate2D(_st,PI*-0.5);
} else if(index == 3.0){
_st = rotate2D(_st,PI);
}
return _st;
}
// Based on https://www.shadertoy.com/view/4sSSzG
float triangle (vec2 _st,
vec2 _p0, vec2 _p1, vec2 _p2,
float _smoothness) {
vec3 e0, e1, e2;
e0.xy = normalize(_p1 - _p0).yx * vec2(+1.0, -1.0);
e1.xy = normalize(_p2 - _p1).yx * vec2(+1.0, -1.0);
e2.xy = normalize(_p0 - _p2).yx * vec2(+1.0, -1.0);
e0.z = dot(e0.xy, _p0) - _smoothness;
e1.z = dot(e1.xy, _p1) - _smoothness;
e2.z = dot(e2.xy, _p2) - _smoothness;
float a = max(0.0, dot(e0.xy, _st) - e0.z);
float b = max(0.0, dot(e1.xy, _st) - e1.z);
float c = max(0.0, dot(e2.xy, _st) - e2.z);
return smoothstep(_smoothness * 2.0,
1e-7,
length(vec3(a, b, c)));
}
void main (void) {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st = tile(st,3.0);
st = rotateTile(st);
float pattern = 0.0;
st = rotate2D(st,-PI*u_time*0.25);
pattern = triangle(st,
vec2(0.30,-0.5),
vec2(0.70,0.-0.5),
vec2(0.5,1.0),
0.01);
vec3 color = vec3(pattern);
gl_FragColor = vec4(color,1.0);
}