mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
47 lines
1.2 KiB
GLSL
47 lines
1.2 KiB
GLSL
// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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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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#define TWO_PI 6.28318530717958647693
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uniform vec2 u_resolution;
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uniform float u_time;
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// Based on https://www.shadertoy.com/view/4sSSzG
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float triangle (vec2 _st,
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vec2 _p0, vec2 _p1, vec2 _p2,
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float _smoothness){
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vec3 e0, e1, e2;
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e0.xy = normalize(_p1 - _p0).yx * vec2(+1.0, -1.0);
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e1.xy = normalize(_p2 - _p1).yx * vec2(+1.0, -1.0);
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e2.xy = normalize(_p0 - _p2).yx * vec2(+1.0, -1.0);
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e0.z = dot(e0.xy, _p0) - _smoothness;
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e1.z = dot(e1.xy, _p1) - _smoothness;
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e2.z = dot(e2.xy, _p2) - _smoothness;
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float a = max(0.0, dot(e0.xy, _st) - e0.z);
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float b = max(0.0, dot(e1.xy, _st) - e1.z);
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float c = max(0.0, dot(e2.xy, _st) - e2.z);
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return smoothstep(_smoothness * 2.0,
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1e-7,
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length(vec3(a, b, c)));
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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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vec3 color = vec3( triangle(st,
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vec2(0.0,0.15),
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vec2(1.0,0.15),
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vec2(0.5,0.88),
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0.001) );
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gl_FragColor = vec4(color,1.0);
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} |