thebookofshaders/07/triangle-making.frag

50 lines
1.2 KiB
GLSL
Raw Normal View History

2015-03-15 15:35:14 +00:00
// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
2015-03-21 13:02:43 +00:00
2015-03-15 15:35:14 +00:00
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
2015-04-02 17:43:22 +00:00
uniform vec2 u_mouse;
2015-03-15 15:35:14 +00:00
uniform float u_time;
// Based on https://www.shadertoy.com/view/4sSSzG
2015-05-01 20:05:55 +00:00
float triangleDF(vec2 st,
vec2 p0, vec2 p1, vec2 p2){
2015-03-15 15:35:14 +00:00
vec3 e0, e1, e2;
2015-05-01 20:05:55 +00:00
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);
2015-03-15 15:35:14 +00:00
2015-05-01 20:05:55 +00:00
e0.z = dot(e0.xy, p0);
e1.z = dot(e1.xy, p1);
e2.z = dot(e2.xy, p2);
2015-03-15 15:35:14 +00:00
2015-05-01 20:05:55 +00:00
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);
2015-03-15 15:35:14 +00:00
return length(vec3(a, b, c)*2.0);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(0.0);
// Distance Field in 3 channels
float df = triangleDF(st,
vec2(0.40,0.45),
vec2(0.60,0.45),
vec2(0.5,0.60));
color = vec3(df);
// Make a shape of it
float size = fract(u_time*0.2);
float border = 0.025;
color.rb += smoothstep(size+border,size+1e-7,df)-
smoothstep(size+0.001,size+1e-7,df);
gl_FragColor = vec4(color,1.0);
}