// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015 // Title: Diamond Tiles #ifdef GL_ES precision mediump float; #endif // Copyright (c) Patricio Gonzalez Vivo, 2015 - http://patriciogonzalezvivo.com/ // I am the sole copyright owner of this Work. // // You cannot host, display, distribute or share this Work in any form, // including physical and digital. You cannot use this Work in any // commercial or non-commercial product, website or project. You cannot // sell this Work and you cannot mint an NFTs of it. // I share this Work for educational purposes, and you can link to it, // through an URL, proper attribution and unmodified screenshot, as part // of your educational material. If these conditions are too restrictive // please contact me and we'll definitely work it out. #define PI 3.14159265358979323846 uniform vec2 u_resolution; uniform float u_time; vec2 rotate2D(vec2 _st, float _angle){ _st -= 0.5; _st = mat2(cos(_angle),-sin(_angle), sin(_angle),cos(_angle)) * _st; _st += 0.5; return _st; } vec2 tile(vec2 _st, float _zoom){ _st *= _zoom; return fract(_st); } float box(vec2 _st, vec2 _size, float _smoothEdges){ _size = vec2(0.5)-_size*0.5; vec2 aa = vec2(_smoothEdges*0.5); vec2 uv = smoothstep(_size,_size+aa,_st); uv *= smoothstep(_size,_size+aa,vec2(1.0)-_st); return uv.x*uv.y; } vec2 offset(vec2 _st, vec2 _offset){ vec2 uv; if(_st.x>0.5){ uv.x = _st.x - 0.5; } else { uv.x = _st.x + 0.5; } if(_st.y>0.5){ uv.y = _st.y - 0.5; } else { uv.y = _st.y + 0.5; } return uv; } void main(void){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st.y *= u_resolution.y/u_resolution.x; st = tile(st,10.); vec2 offsetSt = offset(st,vec2(0.5)); st = rotate2D(st,PI*0.25); vec3 color = vec3( box(offsetSt,vec2(0.95),0.01) - box(st,vec2(0.3),0.01) + 2.*box(st,vec2(0.2),0.01) ); gl_FragColor = vec4(color,1.0); }