mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-05 21:21:06 +00:00
51 lines
1.2 KiB
GLSL
51 lines
1.2 KiB
GLSL
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI 3.14159265359
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uniform vec2 u_resolution;
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uniform float u_time;
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mat2 rotate2d(float angle){
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return mat2(cos(angle),-sin(angle),
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sin(angle),cos(angle));
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}
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float boxDF(vec2 st, float size) {
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st = st*2.-1.;
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return length(max(abs(st)-size,.0));
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}
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float box(vec2 st, float size, float radio) {
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radio = max(radio,.000001);
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return 1.-step(radio,boxDF(st,size-radio));
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}
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float cross(vec2 st, float radio) {
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float size = .25;
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size *= (1.0-radio*2.);
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return box(st,size,radio) +
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box(st+vec2(.0,size*(1.0-radio*2.)),size,min(radio,size)) +
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box(st+vec2(.0,-size*(1.0-radio*2.)),size,min(radio,size)) +
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box(st+vec2(size*(1.0-radio*2.),.0),size,min(radio,size)) +
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box(st+vec2(-size*(1.0-radio*2.),.0),size,min(radio,size));
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}
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0);
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st -= vec2(0.5);
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st = rotate2d( sin(u_time)*PI ) * st;
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st += vec2(0.5);
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// Add the shape on the foreground
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color += cross(st,(1.0-abs(sin(u_time)))*.5);
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gl_FragColor = vec4(color,1.0);
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}
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