mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-01 21:40:27 +00:00
80 lines
2.2 KiB
GLSL
80 lines
2.2 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 3.14159265359
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#define TWO_PI 6.28318530718
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uniform vec2 u_resolution;
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uniform float u_time;
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float shape(vec2 st, float N){
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st = st*2.-1.;
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float a = atan(st.x,st.y)+PI;
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float r = TWO_PI/N;
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return abs(cos(floor(.5+a/r)*r-a)*length(st));
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}
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float box(vec2 st, vec2 size){
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return shape(st*size,4.);
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}
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float rect(vec2 _st, vec2 _size){
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_size = vec2(0.5)-_size*0.5;
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vec2 uv = smoothstep(_size,_size+vec2(1e-4),_st);
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uv *= smoothstep(_size,_size+vec2(1e-4),vec2(1.0)-_st);
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return uv.x*uv.y;
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}
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float hex(vec2 st, float a, float b, float c, float d, float e, float f){
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st = st*vec2(2.,6.);
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vec2 fpos = fract(st);
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vec2 ipos = floor(st);
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if (ipos.x == 1.0) fpos.x = 1.-fpos.x;
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if (ipos.y < 1.0){
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return mix(box(fpos, vec2(0.84,1.)),box(fpos-vec2(0.03,0.),vec2(1.)),a);
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} else if (ipos.y < 2.0){
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return mix(box(fpos, vec2(0.84,1.)),box(fpos-vec2(0.03,0.),vec2(1.)),b);
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} else if (ipos.y < 3.0){
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return mix(box(fpos, vec2(0.84,1.)),box(fpos-vec2(0.03,0.),vec2(1.)),c);
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} else if (ipos.y < 4.0){
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return mix(box(fpos, vec2(0.84,1.)),box(fpos-vec2(0.03,0.),vec2(1.)),d);
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} else if (ipos.y < 5.0){
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return mix(box(fpos, vec2(0.84,1.)),box(fpos-vec2(0.03,0.),vec2(1.)),e);
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} else if (ipos.y < 6.0){
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return mix(box(fpos, vec2(0.84,1.)),box(fpos-vec2(0.03,0.),vec2(1.)),f);
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}
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return 0.0;
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}
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float hex(vec2 st, float N){
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float b[6];
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float remain = floor(mod(N,64.));
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for(int i = 0; i < 6; i++){
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b[i] = 0.0;
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b[i] = step(1.0,mod(remain,2.));
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remain = ceil(remain/2.);
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}
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return hex(st,b[0],b[1],b[2],b[3],b[4],b[5]);
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}
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float random (in vec2 _st) { return fract(sin(dot(_st.xy, vec2(12.9898,78.233)))* 43758.5453123);}
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.y *= u_resolution.y/u_resolution.x;
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st *= 10.0;
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vec2 fpos = fract(st);
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vec2 ipos = floor(st);
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float t = u_time*5.0;
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float df = 1.0;
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df = hex(fpos,ipos.x+ipos.y+t*random(ipos))+(1.0-rect(fpos,vec2(0.7)));
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gl_FragColor = vec4(mix(vec3(0.),vec3(1.),step(0.7,df)),1.0);
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} |