mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
81 lines
1.8 KiB
GLSL
81 lines
1.8 KiB
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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#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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vec2 rotateTilePattern(vec2 _st){
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// Scale the coord system by 2x2
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_st *= 2.0;
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// Give to each cell a index number
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// acording to their position
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float index = 0.0;
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if (fract(_st.x * 0.5) > 0.5){
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index += 1.0;
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}
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if (fract(_st.y * 0.5) > 0.5){
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index += 2.0;
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}
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// |
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// 0 | 1
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// |
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//--------------
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// |
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// 2 | 3
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// |
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// Make each cell between 0.0 - 1.0
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_st = fract(_st);
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// Rotate each cell acording to the index
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if(index == 1.0){
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// Rotate cell 1 by 90 degrees
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_st = rotate2D(_st,PI*0.5);
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} else if(index == 2.0){
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// Rotate cell 2 by -90 degrees
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_st = rotate2D(_st,PI*-0.5);
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} else if(index == 3.0){
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// Rotate cell 3 by 180 degrees
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_st = rotate2D(_st,PI);
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}
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return _st;
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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 = tile(st,3.0);
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st = rotateTilePattern(st);
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// Make more interesting compinations
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// st = tile(st,2.0);
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// st = rotate2D(st,-PI*u_time*0.25);
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// st = rotateTilePattern(st*2.);
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// st = rotate2D(st,PI*u_time*0.25);
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// step(st.x,st.y) just makes a b&w triangles
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// but you can use what ever design you want.
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gl_FragColor = vec4(vec3(step(st.x,st.y)),1.0);
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} |