fixing errors

This commit is contained in:
Patricio Gonzalez Vivo 2015-11-17 09:36:46 -05:00
parent a9d72083ea
commit 3d3d5fd505
5 changed files with 100 additions and 5 deletions

View File

@ -10,10 +10,10 @@ uniform vec2 u_mouse;
uniform float u_time;
float circle(in vec2 _st, in float _radius){
vec2 l = _st-vec2(0.5);
vec2 dist = _st-vec2(0.5);
return 1.-smoothstep(_radius-(_radius*0.01),
_radius+(_radius*0.01),
dot(l,l)*4.0);
dot(dist,dist)*4.0);
}
void main(){

32
09/tmp/checker.frag Normal file
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@ -0,0 +1,32 @@
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 tile(vec2 _st, float _zoom){
_st *= _zoom;
return fract(_st);
}
float circle(vec2 _st, float _radius){
vec2 pos = vec2(0.5)-_st;
_radius *= 0.75;
return 1.-smoothstep(_radius-(_radius*0.05),_radius+(_radius*0.05),dot(pos,pos)*3.14);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
float pct = 0.0;
vec2 st_i = floor(st*10.);
pct += step(0.5,abs(mod(st_i.x,2.)-mod(st_i.y+1.,2.)));
gl_FragColor = vec4(vec3(pct),1.0);
}

33
09/tmp/dots-tide.frag Normal file
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@ -0,0 +1,33 @@
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 tile(vec2 _st, float _zoom){
_st *= _zoom;
return fract(_st);
}
float circle(vec2 _st, float _radius){
vec2 pos = vec2(0.5)-_st;
_radius *= 0.75;
return 1.-smoothstep(_radius-(_radius*0.05),_radius+(_radius*0.05),dot(pos,pos)*3.14);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
st = tile(st,5.);
float size = .45;
float pct = circle(st,size);
st = abs(st-.5);
pct += circle(st,size);
gl_FragColor = vec4(vec3(pct),1.0);
}

30
09/tmp/dots.frag Normal file
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@ -0,0 +1,30 @@
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 tile(vec2 _st, float _zoom){
_st *= _zoom;
return fract(_st);
}
float circle(vec2 _st, float _radius){
vec2 pos = vec2(0.5)-_st;
_radius *= 0.75;
return 1.-smoothstep(_radius-(_radius*0.05),_radius+(_radius*0.05),dot(pos,pos)*3.14);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
st = tile(st,5.);
vec3 color = vec3(circle(st, 0.2));
gl_FragColor = vec4(color,1.0);
}

View File

@ -32,13 +32,13 @@ vec2 rotateTilePattern(vec2 _st){
float index = 0.0;
index += step(1., mod(_st.x,2.0));
index += step(1., mod(_st.y,2.0))*2.0;
// |
// 0 | 1
// 2 | 3
// |
//--------------
// |
// 2 | 3
// 0 | 1
// |
// Make each cell between 0.0 - 1.0