mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-01 21:40:27 +00:00
30 lines
763 B
GLSL
30 lines
763 B
GLSL
#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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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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float d = 0.0;
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// Remap the space to -1. to 1.
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st = st *2.-1.;
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// Make the distance field
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d = length( abs(st)-.3 );
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// d = length( min(abs(st)-.3,0.) );
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// d = length( max(abs(st)-.3,0.) );
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// Visualize the distance field
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gl_FragColor = vec4(vec3(fract(d*10.0)),1.0);
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// Drawing with the distance field
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// gl_FragColor = vec4(vec3( step(.3,d) ),1.0);
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// gl_FragColor = vec4(vec3( step(.3,d) * step(d,.4)),1.0);
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// gl_FragColor = vec4(vec3( smoothstep(.3,.4,d)* smoothstep(.6,.5,d)) ,1.0);
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} |