mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-08 01:10:27 +00:00
41 lines
921 B
GLSL
41 lines
921 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 box(in vec2 _st, in vec2 _size){
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_size = vec2(0.5) - _size*0.5;
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vec2 uv = smoothstep(_size,
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_size+vec2(0.001),
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_st);
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uv *= smoothstep(_size,
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_size+vec2(0.001),
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vec2(1.0)-_st);
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return uv.x*uv.y;
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}
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float cross(in vec2 _st, float _size){
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return box(_st, vec2(_size*0.5,_size*0.125)) +
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box(_st, vec2(_size*0.125,_size*0.5));
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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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st = tile(st,3.0);
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vec3 color = vec3( clamp(cross(fract(st),0.3),0.0,1.0) );
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gl_FragColor = vec4(color,1.0);
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}
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