thebookofshaders/07/triangle.frag

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// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
// Based on https://www.shadertoy.com/view/4sSSzG
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float triangle (vec2 st,
vec2 p0, vec2 p1, vec2 p2,
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float smoothness){
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vec3 e0, e1, e2;
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e0.xy = normalize(p1 - p0).yx * vec2(+1.0, -1.0);
e1.xy = normalize(p2 - p1).yx * vec2(+1.0, -1.0);
e2.xy = normalize(p0 - p2).yx * vec2(+1.0, -1.0);
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e0.z = dot(e0.xy, p0) - smoothness;
e1.z = dot(e1.xy, p1) - smoothness;
e2.z = dot(e2.xy, p2) - smoothness;
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float a = max(0.0, dot(e0.xy, st) - e0.z);
float b = max(0.0, dot(e1.xy, st) - e1.z);
float c = max(0.0, dot(e2.xy, st) - e2.z);
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return smoothstep(smoothness * 2.0,
1e-7,
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length(vec3(a, b, c)));
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec3 color = vec3( triangle(st,
vec2(0.0,0.15),
vec2(1.0,0.15),
vec2(0.5,0.88),
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0.001) );
gl_FragColor = vec4(color,1.0);
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}