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thebookofshaders/14/fractal-tile.frag

67 lines
1.6 KiB
GLSL

// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
#define TWO_PI 6.28318530718
uniform vec2 u_resolution;
uniform float u_time;
float random(vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); }
vec2 tileFractal(vec2 st, int scale, int levels) {
for (int i = 0; i < levels; i++){
st *= float(scale);
vec2 i_st = floor(st);
st = fract(st*pow(2., floor(2.*random(i_st))) );
}
return st;
}
// vec2 tileFractal(vec2 st) {
// st *= 4.;
// vec2 i_st = floor(st);
// st = fract(st*pow(2., floor(4.*random(i_st))) );
// return st;
// }
float circle(vec2 st, float radius){
vec2 pos = vec2(0.5)-st;
radius *= 0.75;
return 1.-smoothstep(radius-(radius*0.05),radius+(radius*0.05),dot(pos,pos)*3.14);
}
float box(vec2 st, vec2 size){
size = vec2(0.5)-size*0.5;
vec2 uv = smoothstep(size,size+vec2(1e-4),st);
uv *= smoothstep(size,size+vec2(1e-4),vec2(1.0)-st);
return uv.x*uv.y;
}
float shapeDF(vec2 st, int N){
st = st *2.-1.;
float a = atan(st.x,st.y)+PI;
float r = TWO_PI/float(N);
return cos(floor(.5+a/r)*r-a)*length(st);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0);
st = tileFractal(st,3,2);
float pct = 0.;
pct = circle(st,.999);
// pct = box(st,vec2(.95));
// pct = step(.15,1.-shapeDF(st.yx,6))-step(.3,1.-shapeDF(st.yx,6));
// color.rg = st;
color.rgb += vec3(1.)*pct;
gl_FragColor = vec4(color,1.);
}