thebookofshaders/09/diamondtiles.frag

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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265358979323846
uniform vec2 u_resolution;
uniform float u_time;
vec2 rotate2D(vec2 _st, float _angle){
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_st -= 0.5;
_st = mat2(cos(_angle),-sin(_angle),
sin(_angle),cos(_angle)) * _st;
_st += 0.5;
return _st;
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}
vec2 tile(vec2 _st, float _zoom){
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_st *= _zoom;
return fract(_st);
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}
float box(vec2 _st, vec2 _size, float _smoothEdges){
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_size = vec2(0.5)-_size*0.5;
vec2 aa = vec2(_smoothEdges*0.5);
vec2 uv = smoothstep(_size,_size+aa,_st);
uv *= smoothstep(_size,_size+aa,vec2(1.0)-_st);
return uv.x*uv.y;
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}
vec2 offset(vec2 _st, vec2 _offset){
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vec2 uv;
if(_st.x>0.5){
uv.x = _st.x - 0.5;
} else {
uv.x = _st.x + 0.5;
}
if(_st.y>0.5){
uv.y = _st.y - 0.5;
} else {
uv.y = _st.y + 0.5;
}
return uv;
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}
void main(void){
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.y *= u_resolution.y/u_resolution.x;
st = tile(st,10.);
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vec2 offsetSt = offset(st,vec2(0.5));
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st = rotate2D(st,PI*0.25);
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vec3 color = vec3( box(offsetSt,vec2(0.95),0.01) - box(st,vec2(0.3),0.01) + 2.*box(st,vec2(0.2),0.01) );
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gl_FragColor = vec4(color,1.0);
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}