mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-09 19:10:24 +00:00
55 lines
1.3 KiB
GLSL
55 lines
1.3 KiB
GLSL
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// By Tyler Henry ( http://tylerhenry.com )
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// For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI 3.14159265359
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#define TWO_PI 6.28318530718
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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// Reference to
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// http://thndl.com/square-shaped-shaders.html
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float customDistField(vec2 st, float sides){
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float dist = 0.0;
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// Remap the space to -1. to 1.
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st = st *2.-1.;
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// Angle and radius from the current pixel
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float a = atan(st.x,st.y)+PI/2.;
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float r = TWO_PI/float(sides);
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// Shaping function that modulate the distance
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dist = cos(floor(.5+a/r)*r-a)*length(st);
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return dist;
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}
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0);
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float d1 = customDistField(st, 6.);
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float d2 = customDistField(vec2(st.x,st.y+0.29), 6.);
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vec3 color1 = vec3(1.0-smoothstep(.5,.51,d1));
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vec3 color2 = vec3(1.0-smoothstep(.2,.21,d1));
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vec3 color3 = vec3(1.0-smoothstep(.5,.51,d2));
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vec3 nodeN = clamp(color1 - color2 - color3, 0.0, 1.0);
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vec3 hex = 1. - vec3(smoothstep(.8,.81,d1));
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hex *= vec3(0.506,0.737,0.290); //make it green
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color = hex - nodeN;
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gl_FragColor = vec4(color,1.0);
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}
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