mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-01 21:40:27 +00:00
91 lines
2.0 KiB
GLSL
91 lines
2.0 KiB
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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#define PI 3.14159265358979323846
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#define TWO_PI 6.28318530717958647693
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uniform vec2 u_resolution;
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uniform float u_time;
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vec2 rotate2D (vec2 _st, float _angle) {
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_st -= 0.5;
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_st = mat2(cos(_angle),-sin(_angle),
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sin(_angle),cos(_angle)) * _st;
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_st += 0.5;
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return _st;
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}
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vec2 tile (vec2 _st, float _zoom) {
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_st *= _zoom;
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return fract(_st);
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}
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vec2 rotateTile(vec2 _st){
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_st *= 2.0;
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float index = 0.0;
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if (fract(_st.x * 0.5) > 0.5){
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index += 1.0;
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}
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if (fract(_st.y * 0.5) > 0.5){
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index += 2.0;
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}
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_st = fract(_st);
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if(index == 1.0){
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_st = rotate2D(_st,PI*0.5);
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} else if(index == 2.0){
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_st = rotate2D(_st,PI*-0.5);
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} else if(index == 3.0){
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_st = rotate2D(_st,PI);
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}
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return _st;
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}
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// Based on https://www.shadertoy.com/view/4sSSzG
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float triangle (vec2 _st,
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vec2 _p0, vec2 _p1, vec2 _p2,
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float _smoothness) {
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vec3 e0, e1, e2;
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e0.xy = normalize(_p1 - _p0).yx * vec2(+1.0, -1.0);
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e1.xy = normalize(_p2 - _p1).yx * vec2(+1.0, -1.0);
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e2.xy = normalize(_p0 - _p2).yx * vec2(+1.0, -1.0);
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e0.z = dot(e0.xy, _p0) - _smoothness;
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e1.z = dot(e1.xy, _p1) - _smoothness;
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e2.z = dot(e2.xy, _p2) - _smoothness;
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float a = max(0.0, dot(e0.xy, _st) - e0.z);
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float b = max(0.0, dot(e1.xy, _st) - e1.z);
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float c = max(0.0, dot(e2.xy, _st) - e2.z);
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return smoothstep(_smoothness * 2.0,
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1e-7,
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length(vec3(a, b, c)));
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}
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void main (void) {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st = tile(st,3.0);
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st = rotateTile(st);
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float pattern = 0.0;
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st = rotate2D(st,-PI*u_time*0.25);
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pattern = triangle(st,
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vec2(0.30,-0.5),
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vec2(0.70,0.-0.5),
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vec2(0.5,1.0),
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0.01);
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vec3 color = vec3(pattern);
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gl_FragColor = vec4(color,1.0);
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} |