mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
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69 lines
1.6 KiB
GLSL
69 lines
1.6 KiB
GLSL
// Author @patriciogv ( patricio.io ) - 2015
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// Inspired by the Patterns of Nina Warmerdam ( www.behance.net/ninawarmerdam )
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#ifdef GL_OES_standard_derivatives
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#extension GL_OES_standard_derivatives : enable
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#endif
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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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float aastep(float threshold, float value) {
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#ifdef GL_OES_standard_derivatives
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float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
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return smoothstep(threshold-afwidth, threshold+afwidth, value);
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#else
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return step(threshold, value);
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#endif
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}
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vec2 brickTile(vec2 st, float zoom){
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st *= zoom;
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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 circleDF(vec2 st){
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vec2 pos = vec2(0.5)-st;
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return dot(pos,pos)*3.14;
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}
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float circle(vec2 st, float radius){
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radius *= 0.75;
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return 1.-aastep(radius,circleDF(st));
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}
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float dots(vec2 st, float size){
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st = brickTile(st, 2.);
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return circle(st, size);
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}
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float dotsDF(vec2 st){
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st = brickTile(st, 2.);
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return circleDF(st);
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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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vec3 color = vec3(0.0);
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vec2 IN = st;
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vec2 OUT = st*2.;
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float pct = 1.0-fract(u_mouse.y/u_resolution.y);
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pct = pow(pct,6.);
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float d = 0.0;
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// d = mix(dots(fract(IN),(1.-pct)), dots(fract(OUT),pct), pct);
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// d = mix(dotsDF(fract(IN)), dotsDF(fract(OUT)), pct);
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d = dotsDF(fract(IN))*(1.-pct) + dotsDF(fract(OUT))*pct;
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d = aastep(.21,d);
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color = vec3(d);
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gl_FragColor = vec4(color,1.0);
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}
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