mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-19 15:25:41 +00:00
68 lines
1.6 KiB
GLSL
68 lines
1.6 KiB
GLSL
// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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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 random(vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); }
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vec2 tileFractal(vec2 st, int scale, int levels) {
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for (int i = 0; i < levels; i++){
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st *= float(scale);
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vec2 i_st = floor(st);
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st = fract(st*pow(2., floor(2.*random(i_st))) );
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}
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return st;
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}
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// vec2 tileFractal(vec2 st) {
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// st *= 4.;
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// vec2 i_st = floor(st);
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// st = fract(st*pow(2., floor(4.*random(i_st))) );
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// return st;
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// }
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float circle(vec2 st, float radius){
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vec2 pos = vec2(0.5)-st;
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radius *= 0.75;
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return 1.-smoothstep(radius-(radius*0.05),radius+(radius*0.05),dot(pos,pos)*3.14);
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}
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float box(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 shapeDF(vec2 st, int 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/float(N);
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return cos(floor(.5+a/r)*r-a)*length(st);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0);
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st = tileFractal(st,3,2);
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float pct = 0.;
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pct = circle(st,.999);
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// pct = box(st,vec2(.95));
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// pct = step(.15,1.-shapeDF(st.yx,6))-step(.3,1.-shapeDF(st.yx,6));
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// color.rg = st;
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color.rgb += vec3(1.)*pct;
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gl_FragColor = vec4(color,1.);
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}
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