mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-09 19:10:24 +00:00
55 lines
1.5 KiB
GLSL
55 lines
1.5 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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uniform vec2 u_resolution;
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uniform float u_time;
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vec3 beige = vec3(0.953,0.941,0.914);
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vec3 red = vec3(0.973,0.259,0.173);
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vec3 blue = vec3(0.220,0.243,0.506);
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vec3 yellow = vec3(0.992,0.745,0.275);
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vec3 black = vec3(0.027,0.039,0.071);
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float circle(vec2 st, vec2 center, float radius, float smoothing){
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float dist = distance(st,center); //generate distance field cone
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float circle = smoothstep(radius, radius+smoothing, dist); //slice that cone
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return clamp(1.0 - circle, 0.0, 1.0); //invert + clamp (is clamp needed?)
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}
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution;
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float pct = 0.0;
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float radius = sin(u_time*6.) * 0.01 + 0.2;
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float smoothing = 800000. * pow(radius, 10.);
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float circle1 = circle(st, vec2(0.5), radius, smoothing); //st, center.xy, radius, smoothing
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vec3 color1 = red * circle1;
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vec2 pos2 = vec2(cos(u_time) * 0.2 + 0.5, sin(u_time) * 0.2 + 0.5);
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float circle2 = circle(st, pos2, 0.2, 0.05); //st, center.xy, radius, smoothing
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vec3 color2 = yellow * circle2;
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vec2 pos3 = vec2(cos(u_time) * 0.3 + 0.6, sin(u_time) * 0.4 + 0.4);
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float circle3 = circle(st, pos3, 0.2, 0.05); //st, center.xy, radius, smoothing
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vec3 color3 = blue * circle3;
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vec3 color = color1 + color2 + color3;
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gl_FragColor = vec4(color, 1.0);
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}
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