mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
45 lines
1008 B
GLSL
45 lines
1008 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 float u_time;
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vec2 brickTile(vec2 _st, float _zoom){
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_st *= _zoom;
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// Here is where the offset is happening
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if (fract(_st.y * 0.5) > 0.5){
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_st.x += 0.5;
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}
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return fract(_st);
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}
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float box(vec2 _st, vec2 _size){
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_size = vec2(0.5)-_size*0.5;
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vec2 uv = smoothstep(_size,_size+vec2(1e-4),_st);
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uv *= smoothstep(_size,_size+vec2(1e-4),vec2(1.0)-_st);
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return uv.x*uv.y;
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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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vec3 color = vec3(0.0);
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// Modern metric brick of 215mm x 102.5mm x 65mm
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// http://www.jaharrison.me.uk/Brickwork/Sizes.html
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// st /= vec2(2.15,0.65)/1.5;
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// Apply the brick tiling
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st = brickTile(st,5.0);
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color = vec3(box(st,vec2(0.9)));
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// Uncomment to see the space coordinates
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// color = vec3(st,0.0);
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gl_FragColor = vec4(color,1.0);
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} |