thebookofshaders/09/tmp/dots-zoom-00.frag
2017-08-23 11:34:44 +02:00

69 lines
1.6 KiB
GLSL

// Author @patriciogv ( patricio.io ) - 2015
// Inspired by the Patterns of Nina Warmerdam ( www.behance.net/ninawarmerdam )
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float aastep(float threshold, float value) {
#ifdef GL_OES_standard_derivatives
float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
return smoothstep(threshold-afwidth, threshold+afwidth, value);
#else
return step(threshold, value);
#endif
}
vec2 brickTile(vec2 st, float zoom){
st *= zoom;
if (fract(st.y * 0.5) > 0.5){
st.x += 0.5;
}
return fract(st);
}
float circleDF(vec2 st){
vec2 pos = vec2(0.5)-st;
return dot(pos,pos)*3.14;
}
float circle(vec2 st, float radius){
radius *= 0.75;
return 1.-aastep(radius,circleDF(st));
}
float dots(vec2 st, float size){
st = brickTile(st, 2.);
return circle(st, size);
}
float dotsDF(vec2 st){
st = brickTile(st, 2.);
return circleDF(st);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
vec2 IN = st;
vec2 OUT = st*2.;
float pct = 1.0-fract(u_mouse.y/u_resolution.y);
pct = pow(pct,6.);
float d = 0.0;
// d = mix(dots(fract(IN),(1.-pct)), dots(fract(OUT),pct), pct);
// d = mix(dotsDF(fract(IN)), dotsDF(fract(OUT)), pct);
d = dotsDF(fract(IN))*(1.-pct) + dotsDF(fract(OUT))*pct;
d = aastep(.21,d);
color = vec3(d);
gl_FragColor = vec4(color,1.0);
}