thebookofshaders/09/grid-side.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
#define TWO_PI 6.28318530717958647693
#define PHI 1.618033988749894848204586834
uniform vec2 u_resolution;
uniform float u_time;
vec2 tile(vec2 _st, float _zoom){
_st *= _zoom;
return fract(_st);
}
float X(vec2 _st, float _width){
float pct0 = smoothstep(_st.x-_width,_st.x,_st.y);
pct0 *= 1.-smoothstep(_st.x,_st.x+_width,_st.y);
float pct1 = smoothstep(_st.x-_width,_st.x,1.0-_st.y);
pct1 *= 1.-smoothstep(_st.x,_st.x+_width,1.0-_st.y);
return pct0+pct1;
}
void main(void){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st = tile(st,10.0);
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vec3 color = vec3(X(st,0.03));
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gl_FragColor = vec4(color,1.0);
}