// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_OES_standard_derivatives #extension GL_OES_standard_derivatives : enable #endif #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265359 #define TWO_PI 6.28318530718 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; // Antialiazed Step function // from http://webstaff.itn.liu.se/~stegu/webglshadertutorial/shadertutorial.html float aastep(float threshold, float value) { #ifdef GL_OES_standard_derivatives float afwidth = 0.7 * length(vec2(dFdx(value), dFdy(value))); return smoothstep(threshold-afwidth, threshold+afwidth, value); #else return step(threshold, value); #endif } // get distance field of a polygon in the center // where N is the number of sides of it // ================================ float shapeDF (vec2 st, int N) { st = st *2.-1.; float a = atan(st.x,st.y)+PI; float r = TWO_PI/float(N); return cos(floor(.5+a/r)*r-a)*length(st); } // draw a polygon in the center // where N is the number of sides of it // ================================ float shape (vec2 st, int N, float width) { return 1.0-aastep(width,shapeDF(st,N)); } // draw the border of a polygon in the center // where N is the number of sides of it // ================================ float shapeBorder (vec2 st, int N, float size, float width) { return shape(st,N,size)-shape(st,N,size-width); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); color.r += shapeBorder(st, 3, .1, .06); vec2 offset = vec2(.0,-.1); color += shapeBorder(st+offset+vec2(.045,.125), 3, .05, .03); color += shapeBorder(st+offset+vec2(-.045,.125), 3, .05, .03); color += shapeBorder(st+offset+vec2(0.,0.05), 3, .05, .03); gl_FragColor = vec4(color,1.0); }