mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-01 21:40:27 +00:00
41 lines
873 B
GLSL
41 lines
873 B
GLSL
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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#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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vec2 mirrorTile(vec2 _st, float _zoom){
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_st *= _zoom;
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if (fract(_st.x * 0.5) > 0.5){
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_st.y = _st.y+0.5;
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// _st.y = 1.0-_st.y;
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}
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if (fract(_st.y * 0.5) > 0.5){
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_st.x = _st.x+0.5;
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// _st.y = 1.0-_st.y;
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}
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return fract(_st);
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}
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float fillY(vec2 _st, float _pct,float _antia){
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return smoothstep( _pct-_antia, _pct, _st.y);
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}
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec3 color = vec3(0.0);
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st = mirrorTile(st,10.);
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float x = st.x*2.;
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float a = floor(1.+sin(x*3.14));
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float b = floor(1.+sin((x+1.)*3.14));
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float f = fract(x);
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color = vec3( fillY(st,mix(a,b,f),0.01) );
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gl_FragColor = vec4( color, 1.0 );
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} |