// By Udit Mahajan ( uditmahajan.com / @mahajan_udit ) // For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015 //Choose a geometric logo to replicate using distance fields. #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; // Reference to // http://thndl.com/square-shaped-shaders.html float field(float n, float x, float y, vec2 st){ st = st-vec2(2.*x-1.,2.*y-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)); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); float d,d2,d3,d4 = 0.0; float a = 0.0; float r = 0.0; // Remap the space to -1. to 1. st = st *2.-1.; // Number of sides of your shape int N = 9; // Shaping function that modulate the distance d = field(3.,0.5,0.5,st); // Number of sides, x position, y position, st d2 = field(3.,0.68,0.65,st); d3 = field(3.,0.32,0.65,st); d4 = field(3.,0.5,0.33,st); color = vec3(smoothstep(.4,.41,d2*2.)); color *= vec3(smoothstep(.4,.41,d3*2.)); color *= vec3(smoothstep(.4,.41,d4*2.)); color *= vec3(0.2,1.,1.); color -= vec3(smoothstep(.4,.41,d)); // color = vec3(d); gl_FragColor = vec4(1.-color,1.0); }