thebookofshaders/09/truchet.frag
Patricio Gonzalez Vivo 5ebf5e273c patterns
2015-07-04 08:51:27 -04:00

81 lines
1.8 KiB
GLSL

// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265358979323846
uniform vec2 u_resolution;
uniform float u_time;
vec2 rotate2D (vec2 _st, float _angle) {
_st -= 0.5;
_st = mat2(cos(_angle),-sin(_angle),
sin(_angle),cos(_angle)) * _st;
_st += 0.5;
return _st;
}
vec2 tile (vec2 _st, float _zoom) {
_st *= _zoom;
return fract(_st);
}
vec2 rotateTilePattern(vec2 _st){
// Scale the coord system by 2x2
_st *= 2.0;
// Give to each cell a index number
// acording to their position
float index = 0.0;
if (fract(_st.x * 0.5) > 0.5){
index += 1.0;
}
if (fract(_st.y * 0.5) > 0.5){
index += 2.0;
}
// |
// 0 | 1
// |
//--------------
// |
// 2 | 3
// |
// Make each cell between 0.0 - 1.0
_st = fract(_st);
// Rotate each cell acording to the index
if(index == 1.0){
// Rotate cell 1 by 90 degrees
_st = rotate2D(_st,PI*0.5);
} else if(index == 2.0){
// Rotate cell 2 by -90 degrees
_st = rotate2D(_st,PI*-0.5);
} else if(index == 3.0){
// Rotate cell 3 by 180 degrees
_st = rotate2D(_st,PI);
}
return _st;
}
void main (void) {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st = tile(st,3.0);
st = rotateTilePattern(st);
// Make more interesting compinations
// st = tile(st,2.0);
// st = rotate2D(st,-PI*u_time*0.25);
// st = rotateTilePattern(st*2.);
// st = rotate2D(st,PI*u_time*0.25);
// step(st.x,st.y) just makes a b&w triangles
// but you can use what ever design you want.
gl_FragColor = vec4(vec3(step(st.x,st.y)),1.0);
}