mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
114 lines
2.7 KiB
GLSL
114 lines
2.7 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 3.14159265359
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#define TWO_PI 6.28318530718
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uniform vec2 u_resolution;
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uniform float u_time;
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float shape(vec2 st, int N){
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st = st*2.-1.;
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float a = atan(st.x,st.y)+PI;
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float r = TWO_PI/float(N);
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return cos(floor(.5+a/r)*r-a)*length(st);
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}
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float box(vec2 st, vec2 size){
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return shape(st*size,4);
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}
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float hex(vec2 st, bool a, bool b, bool c, bool d, bool e, bool f){
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st = st*vec2(2.,6.);
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vec2 fpos = fract(st);
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vec2 ipos = floor(st);
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if (ipos.x == 1.0) fpos.x = 1.-fpos.x;
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if (ipos.y < 1.0){
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return a? box(fpos-vec2(0.03,0.), vec2(1.)) : box(fpos, vec2(0.84,1.));
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} else if (ipos.y < 2.0){
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return b? box(fpos-vec2(0.03,0.), vec2(1.)) : box(fpos, vec2(0.84,1.));
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} else if (ipos.y < 3.0){
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return c? box(fpos-vec2(0.03,0.), vec2(1.)) : box(fpos, vec2(0.84,1.));
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} else if (ipos.y < 4.0){
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return d? box(fpos-vec2(0.03,0.), vec2(1.)) : box(fpos, vec2(0.84,1.));
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} else if (ipos.y < 5.0){
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return e? box(fpos-vec2(0.03,0.), vec2(1.)) : box(fpos, vec2(0.84,1.));
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} else if (ipos.y < 6.0){
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return f? box(fpos-vec2(0.03,0.), vec2(1.)) : box(fpos, vec2(0.84,1.));
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}
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return 0.0;
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}
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float hex(vec2 st, float N){
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bool b[6];
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float remain = floor(mod(N,64.));
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for(int i = 0; i < 6; i++){
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b[i] = mod(remain,2.)==1.?true:false;
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remain = ceil(remain/2.);
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}
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return hex(st,b[0],b[1],b[2],b[3],b[4],b[5]);
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}
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vec3 random3(vec3 c) {
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float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
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vec3 r;
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r.z = fract(512.0*j);
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j *= .125;
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r.x = fract(512.0*j);
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j *= .125;
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r.y = fract(512.0*j);
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return r-0.5;
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}
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const float F3 = 0.3333333;
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const float G3 = 0.1666667;
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float snoise(vec3 p) {
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vec3 s = floor(p + dot(p, vec3(F3)));
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vec3 x = p - s + dot(s, vec3(G3));
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vec3 e = step(vec3(0.0), x - x.yzx);
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vec3 i1 = e*(1.0 - e.zxy);
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vec3 i2 = 1.0 - e.zxy*(1.0 - e);
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vec3 x1 = x - i1 + G3;
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vec3 x2 = x - i2 + 2.0*G3;
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vec3 x3 = x - 1.0 + 3.0*G3;
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vec4 w, d;
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w.x = dot(x, x);
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w.y = dot(x1, x1);
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w.z = dot(x2, x2);
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w.w = dot(x3, x3);
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w = max(0.6 - w, 0.0);
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d.x = dot(random3(s), x);
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d.y = dot(random3(s + i1), x1);
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d.z = dot(random3(s + i2), x2);
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d.w = dot(random3(s + 1.0), x3);
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w *= w;
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w *= w;
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d *= w;
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return dot(d, vec4(52.0));
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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.y *= u_resolution.y/u_resolution.x;
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float t = u_time*0.5;
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float df = 1.0;
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df = mix(hex(st,t),hex(st,t+1.),fract(t));
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df += snoise(vec3(st*75.,t*0.1))*0.03;
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gl_FragColor = vec4(mix(vec3(0.),vec3(1.),step(0.7,df)),1.0);
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} |