thebookofshaders/examples/07/wangl073-comPowers.frag
Patricio Gonzalez Vivo dfae205172 adding examples
2015-10-09 17:43:53 -04:00

53 lines
1.1 KiB
GLSL

// By Luobin Wang ( @peterobbin )
// For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
#define TWO_PI 6.28318530718
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
// Reference to
// http://thndl.com/square-shaped-shaders.html
float triShapeDistance(vec2 st, int sides){
// Remap the space to -1. to 1.
st = st *2.-1.;
float sinT = sin(u_time ) * 0.5 + 0.5;
float cosT = cos(u_time ) * 0.5 + 0.5;
// Number of sides of your shape
int N = sides;
// Angle and radius from the current pixel
float a = atan(st.x,st.y)+PI;
float r = TWO_PI/float(N);
// Shaping function that modulate the distance
float d = max(cos(floor(1.5+a/r)*r-a - sinT)*length(st), sin(floor(1.5+a/r)*r-a + cosT)*length(st));
return d;
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
float d = 0.0;
d = triShapeDistance(st, 5);
color = vec3(1.0-smoothstep(.0,0.8,d));
// color = vec3(d);
gl_FragColor = vec4(color,1.0);
}