thebookofshaders/09/cross.frag
Patricio Gonzalez Vivo 34826d6759 fixing some stuff
2015-06-20 08:39:58 -04:00

40 lines
921 B
GLSL

// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 tile(vec2 _st, float _zoom){
_st *= _zoom;
return fract(_st);
}
float box(in vec2 _st, in vec2 _size){
_size = vec2(0.5) - _size*0.5;
vec2 uv = smoothstep(_size,
_size+vec2(0.001),
_st);
uv *= smoothstep(_size,
_size+vec2(0.001),
vec2(1.0)-_st);
return uv.x*uv.y;
}
float cross(in vec2 _st, float _size){
return box(_st, vec2(_size*0.5,_size*0.125)) +
box(_st, vec2(_size*0.125,_size*0.5));
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
st = tile(st,3.0);
vec3 color = vec3( clamp(cross(fract(st),0.3),0.0,1.0) );
gl_FragColor = vec4(color,1.0);
}