thebookofshaders/09/truchet.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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}
vec2 rotateTilePattern(vec2 _st){
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// Scale the coordinate system by 2x2
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_st *= 2.0;
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// Give each cell an index number
// according to its position
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float index = 0.0;
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index += step(1., mod(_st.x,2.0));
index += step(1., mod(_st.y,2.0))*2.0;
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// |
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// 2 | 3
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// |
//--------------
// |
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// 0 | 1
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// |
// Make each cell between 0.0 - 1.0
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_st = fract(_st);
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// Rotate each cell according to the index
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if(index == 1.0){
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// Rotate cell 1 by 90 degrees
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_st = rotate2D(_st,PI*0.5);
} else if(index == 2.0){
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// Rotate cell 2 by -90 degrees
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_st = rotate2D(_st,PI*-0.5);
} else if(index == 3.0){
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// Rotate cell 3 by 180 degrees
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_st = rotate2D(_st,PI);
}
return _st;
}
void main (void) {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st = tile(st,3.0);
st = rotateTilePattern(st);
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// Make more interesting combinations
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// st = tile(st,2.0);
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// st = rotate2D(st,-PI*u_time*0.25);
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// st = rotateTilePattern(st*2.);
// st = rotate2D(st,PI*u_time*0.25);
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// step(st.x,st.y) just makes a b&w triangles
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// but you can use whatever design you want.
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gl_FragColor = vec4(vec3(step(st.x,st.y)),1.0);
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}