// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; // Based on https://www.shadertoy.com/view/4sSSzG float triangleDF(vec2 _st, vec2 _p0, vec2 _p1, vec2 _p2){ 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); e1.z = dot(e1.xy, _p1); e2.z = dot(e2.xy, _p2); 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 length(vec3(a, b, c)*2.0); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(0.0); // Distance Field in 3 channels float df = triangleDF(st, vec2(0.40,0.45), vec2(0.60,0.45), vec2(0.5,0.60)); color = vec3(df); // Make a shape of it float size = fract(u_time*0.2); float border = 0.025; color.rb += smoothstep(size+border,size+1e-7,df)- smoothstep(size+0.001,size+1e-7,df); gl_FragColor = vec4(color,1.0); }