// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015 // Title: IChing series #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 3.14159265359 #define TWO_PI 6.28318530718 uniform vec2 u_resolution; uniform float u_time; float shape(vec2 st, float N){ st = st*2.-1.; float a = atan(st.x,st.y)+PI; float r = TWO_PI/N; return abs(cos(floor(.5+a/r)*r-a)*length(st)); } float box(vec2 st, vec2 size){ return shape(st*size,4.); } float rect(vec2 _st, vec2 _size){ _size = vec2(0.5)-_size*0.5; vec2 uv = smoothstep(_size,_size+vec2(1e-4),_st); uv *= smoothstep(_size,_size+vec2(1e-4),vec2(1.0)-_st); return uv.x*uv.y; } float hex(vec2 st, float a, float b, float c, float d, float e, float f){ st = st*vec2(2.,6.); vec2 fpos = fract(st); vec2 ipos = floor(st); if (ipos.x == 1.0) fpos.x = 1.-fpos.x; if (ipos.y < 1.0){ return mix(box(fpos, vec2(0.84,1.)),box(fpos-vec2(0.03,0.),vec2(1.)),a); } else if (ipos.y < 2.0){ return mix(box(fpos, vec2(0.84,1.)),box(fpos-vec2(0.03,0.),vec2(1.)),b); } else if (ipos.y < 3.0){ return mix(box(fpos, vec2(0.84,1.)),box(fpos-vec2(0.03,0.),vec2(1.)),c); } else if (ipos.y < 4.0){ return mix(box(fpos, vec2(0.84,1.)),box(fpos-vec2(0.03,0.),vec2(1.)),d); } else if (ipos.y < 5.0){ return mix(box(fpos, vec2(0.84,1.)),box(fpos-vec2(0.03,0.),vec2(1.)),e); } else if (ipos.y < 6.0){ return mix(box(fpos, vec2(0.84,1.)),box(fpos-vec2(0.03,0.),vec2(1.)),f); } return 0.0; } float hex(vec2 st, float N){ float b[6]; float remain = floor(mod(N,64.)); for(int i = 0; i < 6; i++){ b[i] = 0.0; b[i] = step(1.0,mod(remain,2.)); remain = ceil(remain/2.); } return hex(st,b[0],b[1],b[2],b[3],b[4],b[5]); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st.y *= u_resolution.y/u_resolution.x; st *= 10.0; vec2 fpos = fract(st); vec2 ipos = floor(st); float t = u_time*5.0; float df = 1.0; df = hex(fpos,ipos.x+ipos.y+t)+(1.0-rect(fpos,vec2(0.7))); gl_FragColor = vec4(mix(vec3(0.),vec3(1.),step(0.7,df)),1.0); }