thebookofshaders/11/tmp/simplex-pattern-00.frag
2017-08-23 11:34:44 +02:00

118 lines
2.9 KiB
GLSL

// Author @patriciogv - 2015 - patriciogonzalezvivo.com
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 skew (vec2 st) {
vec2 r = vec2(0.0);
r.x = 1.1547*st.x;
r.y = st.y+0.5*r.x;
return r;
}
vec3 simplexGrid (vec2 st) {
vec3 xyz = vec3(0.0);
vec2 p = fract(skew(st));
if (p.x > p.y) {
xyz.xy = 1.0-vec2(p.x,p.y-p.x);
xyz.z = p.y;
} else {
// xyz.yz = 1.0-vec2(p.x-p.y,p.y);
// xyz.x = p.x;
xyz.zx = 1.-vec2(p.x-p.y,p.y);
xyz.y = p.x;
}
return fract(xyz);
}
vec3 starS (vec3 S) {
S += max(dot(S.xxx,S.zzz),max(dot(S.yyy,S.xxx),dot(S.yyy,S.zzz)));
return S;
}
vec3 sakuraS (vec3 S) {
return S + min(dot(S.xxx,S.zzz),min(dot(S.yyy,S.xxx),dot(S.yyy,S.zzz)));
}
float warpDF (vec3 S) {
return dot(S.xy,S.yx);
}
float circleDF (vec3 S) {
return dot(S,S);
}
float triangleDF (vec3 S) {
S -= 1.04;
return abs(min(dot(S.zz,S.yy),min(dot(S.zz,S.xx),dot(S.xx,S.yy))));
}
float lotusDF (vec3 S, float petals_size, float roundness) {
S = 1.-(S)*petals_size; // above 1.
S = pow(S,vec3(roundness));
S = max(starS(S),sakuraS(S));
return 1.0-fract(triangleDF(S));
}
// Antialiazed Step function
// from http://webstaff.itn.liu.se/~stegu/webglshadertutorial/shadertutorial.html
float aastep(float threshold, float value) {
#ifdef GL_OES_standard_derivatives
float afwidth = 0.7 * length(vec2(dFdx(value), dFdy(value)));
return smoothstep(threshold-afwidth, threshold+afwidth, value);
#else
return step(threshold, value);
#endif
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
float t = smoothstep(0.,1.,abs(sin(u_time*0.4)));
// Scale the space to see the grid
st *= 1.733;
st *= 2.;
vec3 S = simplexGrid(st);
// Triangles
// ------------
// color += aastep(t,triangleDF(S));
// color += aastep(0.5,triangleDF(smoothstep(vec3(.3,.3,.7),vec3(1.),S)));
// color += aastep(0.99,triangleDF(pow(S,vec3(3.,3.,1.))));
// color += aastep(1.,triangleDF(S*20.));
// color += aastep(0.1,triangleDF(S*5.+dot(S,S)));
// color += aastep(t*.5,triangleDF(sakuraS(S)));
// color += aastep(-.1t*.2,triangleDF(starS(S)) );
// color += aastep(t,triangleDF(sakuraS(starS(S))));
color += aastep(t,triangleDF(starS(sakuraS(S))));
// Warp
// color += aastep(t,warpDF(sakuraS(S)));
// color += aastep(t,warpDF(starS(S)));
// Lotus
// -------------
// color += aastep(.5,lotusDF(S,2.12,0.001+t*0.6));
// color += aastep(.5,lotusDF(S,3.,.1+t*.1));
// color += aastep(.5,lotusDF(S,3.,.3+t*.2));
// color += aastep(.5,lotusDF(S,5.,.1+t*.1));
// color += aastep(.5,lotusDF(S,12.,.0001+t*.04));
gl_FragColor = vec4(color,1.0);
}