mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
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33 lines
664 B
GLSL
33 lines
664 B
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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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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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 circle(vec2 _st, float _radius){
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vec2 pos = vec2(0.5)-_st;
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_radius *= 0.75;
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return 1.-smoothstep(_radius-(_radius*0.05),_radius+(_radius*0.05),dot(pos,pos)*3.14);
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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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float pct = 0.0;
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vec2 st_i = floor(st*10.);
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pct += abs(mod(st_i.x,2.)-mod(st_i.y,2.));
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gl_FragColor = vec4(vec3(pct),1.0);
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}
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