thebookofshaders/11/tmp/simplex-pattern-01.frag

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2015-11-08 12:27:41 +00:00
// Author @patriciogv - 2015 - patriciogonzalezvivo.com
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 skew (vec2 st) {
vec2 r = vec2(0.0);
r.x = 1.1547*st.x;
r.y = st.y+0.5*r.x;
return r;
}
vec3 simplexGrid (vec2 st) {
vec3 xyz = vec3(0.0);
vec2 p = fract(skew(st));
if (p.x > p.y) {
xyz.xy = 1.0-vec2(p.x,p.y-p.x);
xyz.z = p.y;
} else {
// xyz.yz = 1.0-vec2(p.x-p.y,p.y);
// xyz.x = p.x;
xyz.zx = 1.-vec2(p.x-p.y,p.y);
xyz.y = p.x;
}
return fract(xyz);
}
// Antialiazed Step function
// from http://webstaff.itn.liu.se/~stegu/webglshadertutorial/shadertutorial.html
float aastep(float threshold, float value) {
#ifdef GL_OES_standard_derivatives
float afwidth = 0.7 * length(vec2(dFdx(value), dFdy(value)));
return smoothstep(threshold-afwidth, threshold+afwidth, value);
#else
return step(threshold, value);
#endif
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
float t = smoothstep(0.,1.,abs(sin(u_time*0.4)));
// Scale the space to see the grid
st *= 1.733;
st *= 2.;
vec3 S = simplexGrid(st*3.);
// color = S;
color += step(.5,sin(.5-S.b*3.1415*6.));
gl_FragColor = vec4(color,1.0);
}