adding kynd examples of DF

pull/49/head
Patricio Gonzalez Vivo 8 years ago
parent 0f0d3963ec
commit 167b2bbd53

@ -0,0 +1,97 @@
// Author @kynd - 2016
// http://www.kynd.info
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float smoothedge(float v) {
return smoothstep(0.0, 1.0 / u_resolution.x, v);
}
float circle(vec2 p, float radius) {
return length(p) - radius;
}
float rect(vec2 p, vec2 size) {
vec2 d = abs(p) - size;
return min(max(d.x, d.y), 0.0) + length(max(d,0.0));
}
float roundRect(vec2 p, vec2 size, float radius) {
vec2 d = abs(p) - size;
return min(max(d.x, d.y), 0.0) + length(max(d,0.0))- radius;
}
float ring(vec2 p, float radius, float width) {
return abs(length(p) - radius) - width;
}
float hexagon(vec2 p, float radius) {
vec2 q = abs(p);
return max(abs(q.y), q.x * 0.866025 + q.y * 0.5) - radius;
}
float triangle(vec2 p, float size) {
vec2 q = abs(p);
return max(q.x * 0.866025 + p.y * 0.5, -p.y * 0.5) - size * 0.5;
}
float ellipse(vec2 p, vec2 r, float s) {
return (length(p / r) - s);
}
float capsule(vec2 p, vec2 a, vec2 b, float r) {
vec2 pa = p - a, ba = b - a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h ) - r;
}
//http://thndl.com/square-shaped-shaders.html
float polygon(vec2 p, int vertices, float size) {
float a = atan(p.x, p.y) + 0.2;
float b = 6.28319 / float(vertices);
return cos(floor(0.5 + a / b) * b - a) * length(p) - size;
}
float getShape(vec2 st, int i) {
if (i == 0) {
return circle(st, 0.4);
} else if (i == 1) {
return ring(st, 0.36, 0.08);
} else if (i == 2) {
return roundRect(st, vec2(0.32, 0.24), 0.08);
} else if (i == 3) {
return rect(st, vec2(0.4, 0.32));
} else if (i == 4) {
return capsule(st, vec2(-0.25, -0.25), vec2(0.25, 0.25), 0.2);
} else if (i == 5) {
return ellipse(st, vec2(0.9, 1.2), 0.4);
} else if (i == 6) {
return triangle(st, 0.4);
} else if (i == 7) {
return polygon(st, 5, 0.4);
} else {
return hexagon(st, 0.4);
}
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
float t0 = mod(u_time * 2.0, 9.0);
float t1 = mod(u_time * 2.0 + 1.0, 9.0);
int i0 = int(floor(t0));
int i1 = int(floor(t1));
float f = fract(t0);
st -= vec2(0.5, 0.5);
vec3 color = vec3(smoothedge(mix(getShape(st, i0), getShape(st, i1), f)));
gl_FragColor = vec4(color, 1.0);
}

@ -0,0 +1,75 @@
// Author @kynd - 2016
// http://www.kynd.info
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float smoothedge(float v) {
return smoothstep(0.0, 1.0 / u_resolution.x, v);
}
float circle(vec2 p, float radius) {
return length(p) - radius;
}
float rect(vec2 p, vec2 size) {
vec2 d = abs(p) - size;
return min(max(d.x, d.y), 0.0) + length(max(d,0.0));
}
float roundRect(vec2 p, vec2 size, float radius) {
vec2 d = abs(p) - size;
return min(max(d.x, d.y), 0.0) + length(max(d,0.0))- radius;
}
float ring(vec2 p, float radius, float width) {
return abs(length(p) - radius * 0.5) - width;
}
float hexagon(vec2 p, float radius) {
vec2 q = abs(p);
return max(abs(q.y), q.x * 0.866025 + q.y * 0.5) - radius;
}
float triangle(vec2 p, float size) {
vec2 q = abs(p);
return max(q.x * 0.866025 + p.y * 0.5, -p.y * 0.5) - size * 0.5;
}
float ellipse(vec2 p, vec2 r, float s) {
return (length(p / r) - s);
}
float capsule(vec2 p, vec2 a, vec2 b, float r) {
vec2 pa = p - a, ba = b - a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h ) - r;
}
//http://thndl.com/square-shaped-shaders.html
float polygon(vec2 p, int vertices, float size) {
float a = atan(p.x, p.y) + 0.2;
float b = 6.28319 / float(vertices);
return cos(floor(0.5 + a / b) * b - a) * length(p) - size;
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
float d = circle(st - vec2(0.2), 0.1);
d = min(d, rect(st - vec2(0.5, 0.2), vec2(0.1, 0.08)));
d = min(d, roundRect(st - vec2(0.8, 0.2), vec2(0.08, 0.06), 0.02));
d = min(d, ring(st - vec2(0.2, 0.5), 0.18, 0.02));
d = min(d, hexagon(st - vec2(0.5, 0.5), 0.1));
d = min(d, triangle(st - vec2(0.8, 0.5), 0.1));
d = min(d, ellipse(st - vec2(0.2, 0.8), vec2(0.9, 1.2), 0.1));
d = min(d, capsule(st - vec2(0.5, 0.8), vec2(-0.05, -0.05), vec2(0.05, 0.05), 0.05));
d = min(d, polygon(st - vec2(0.8, 0.8), 5, 0.1));
vec3 color = vec3(smoothedge(d));
gl_FragColor = vec4(color, 1.0);
}

@ -44,6 +44,7 @@ The following is a list of examples present in this book.
- [Polar shapes](../edit.html#07/polar.frag)
- [Polar Poligons](../edit.html#07/shapes.frag)
- Composition: [Arrow](../edit.html#07/arrow.frag)
- More Distance field by [Kynd](https://twitter.com/kyndinfo): [0](../edit.html#07/examples/160131053729.frag), [1](../edit.html#07/examples/160131053646.frag)
* [Matrix](../08/)
- [cross](../edit.html#08/cross.frag)

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