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https://github.com/patriciogonzalezvivo/thebookofshaders
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65 lines
1.3 KiB
GLSL
65 lines
1.3 KiB
GLSL
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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// Title: Diamond Tiles
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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 3.14159265358979323846
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uniform vec2 u_resolution;
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uniform float u_time;
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vec2 rotate2D(vec2 _st, float _angle){
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_st -= 0.5;
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_st = mat2(cos(_angle),-sin(_angle),
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sin(_angle),cos(_angle)) * _st;
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_st += 0.5;
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return _st;
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}
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vec2 tile(vec2 _st, float _zoom){
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_st *= _zoom;
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return fract(_st);
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}
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float box(vec2 _st, vec2 _size, float _smoothEdges){
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_size = vec2(0.5)-_size*0.5;
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vec2 aa = vec2(_smoothEdges*0.5);
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vec2 uv = smoothstep(_size,_size+aa,_st);
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uv *= smoothstep(_size,_size+aa,vec2(1.0)-_st);
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return uv.x*uv.y;
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}
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vec2 offset(vec2 _st, vec2 _offset){
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vec2 uv;
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if(_st.x>0.5){
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uv.x = _st.x - 0.5;
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} else {
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uv.x = _st.x + 0.5;
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}
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if(_st.y>0.5){
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uv.y = _st.y - 0.5;
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} else {
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uv.y = _st.y + 0.5;
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}
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return uv;
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}
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void main(void){
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.y *= u_resolution.y/u_resolution.x;
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st = tile(st,10.);
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vec2 offsetSt = offset(st,vec2(0.5));
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st = rotate2D(st,PI*0.25);
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vec3 color = vec3( box(offsetSt,vec2(0.95),0.01) - box(st,vec2(0.3),0.01) + 2.*box(st,vec2(0.2),0.01) );
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gl_FragColor = vec4(color,1.0);
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} |