// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015 #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 #define TWO_PI 6.28318530717958647693 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); } vec2 rotateTile(vec2 _st){ _st *= 2.0; float index = 0.0; if (fract(_st.x * 0.5) > 0.5){ index += 1.0; } if (fract(_st.y * 0.5) > 0.5){ index += 2.0; } _st = fract(_st); if(index == 1.0){ _st = rotate2D(_st,PI*0.5); } else if(index == 2.0){ _st = rotate2D(_st,PI*-0.5); } else if(index == 3.0){ _st = rotate2D(_st,PI); } return _st; } // Based on https://www.shadertoy.com/view/4sSSzG float triangle (vec2 _st, vec2 _p0, vec2 _p1, vec2 _p2, float _smoothness) { vec3 e0, e1, e2; 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); e0.z = dot(e0.xy, _p0) - _smoothness; e1.z = dot(e1.xy, _p1) - _smoothness; e2.z = dot(e2.xy, _p2) - _smoothness; 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); return smoothstep(_smoothness * 2.0, 1e-7, length(vec3(a, b, c))); } void main (void) { vec2 st = gl_FragCoord.xy/u_resolution.xy; st = tile(st,3.0); st = rotateTile(st); float pattern = 0.0; st = rotate2D(st,-PI*u_time*0.25); pattern = triangle(st, vec2(0.30,-0.5), vec2(0.70,0.-0.5), vec2(0.5,1.0), 0.01); vec3 color = vec3(pattern); gl_FragColor = vec4(color,1.0); }