// Author @kynd - 2016 // http://www.kynd.info #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float smoothedge(float v) { return smoothstep(0.0, 1.0 / u_resolution.x, v); } float circle(vec2 p, float radius) { return length(p) - radius; } float rect(vec2 p, vec2 size) { vec2 d = abs(p) - size; return min(max(d.x, d.y), 0.0) + length(max(d,0.0)); } float roundRect(vec2 p, vec2 size, float radius) { vec2 d = abs(p) - size; return min(max(d.x, d.y), 0.0) + length(max(d,0.0))- radius; } float ring(vec2 p, float radius, float width) { return abs(length(p) - radius * 0.5) - width; } float hexagon(vec2 p, float radius) { vec2 q = abs(p); return max(abs(q.y), q.x * 0.866025 + q.y * 0.5) - radius; } float triangle(vec2 p, float size) { vec2 q = abs(p); return max(q.x * 0.866025 + p.y * 0.5, -p.y * 0.5) - size * 0.5; } float ellipse(vec2 p, vec2 r, float s) { return (length(p / r) - s); } float capsule(vec2 p, vec2 a, vec2 b, float r) { vec2 pa = p - a, ba = b - a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); return length( pa - ba*h ) - r; } //http://thndl.com/square-shaped-shaders.html float polygon(vec2 p, int vertices, float size) { float a = atan(p.x, p.y) + 0.2; float b = 6.28319 / float(vertices); return cos(floor(0.5 + a / b) * b - a) * length(p) - size; } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; float d = circle(st - vec2(0.2), 0.1); d = min(d, rect(st - vec2(0.5, 0.2), vec2(0.1, 0.08))); d = min(d, roundRect(st - vec2(0.8, 0.2), vec2(0.08, 0.06), 0.02)); d = min(d, ring(st - vec2(0.2, 0.5), 0.18, 0.02)); d = min(d, hexagon(st - vec2(0.5, 0.5), 0.1)); d = min(d, triangle(st - vec2(0.8, 0.5), 0.1)); d = min(d, ellipse(st - vec2(0.2, 0.8), vec2(0.9, 1.2), 0.1)); d = min(d, capsule(st - vec2(0.5, 0.8), vec2(-0.05, -0.05), vec2(0.05, 0.05), 0.05)); d = min(d, polygon(st - vec2(0.8, 0.8), 5, 0.1)); vec3 color = vec3(smoothedge(d)); gl_FragColor = vec4(color, 1.0); }