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authorMatthias Schiffer <mschiffer@universe-factory.net>2016-02-02 08:23:02 +0100
committerMatthias Schiffer <mschiffer@universe-factory.net>2016-02-02 08:23:02 +0100
commitdf096b4b4e15ac150fd582baa0521eacdf8d86e8 (patch)
treed739a80296958a8879b39c6847d8cbf4498a5867 /examples
parentd28929a69b80f2efa0d0c957761ce81cf0e50f51 (diff)
downloadglslview-df096b4b4e15ac150fd582baa0521eacdf8d86e8.tar
glslview-df096b4b4e15ac150fd582baa0521eacdf8d86e8.zip
examples: fix indentation
Diffstat (limited to 'examples')
-rw-r--r--examples/checkers.frag32
-rw-r--r--examples/polygon.frag46
-rw-r--r--examples/snail.frag34
-rw-r--r--examples/square-in-circle.frag62
-rw-r--r--examples/square-in-square.frag72
-rw-r--r--examples/square-ring.frag34
-rw-r--r--examples/square-ring2.frag44
-rw-r--r--examples/squares.frag38
-rw-r--r--examples/supersnail.frag32
-rw-r--r--examples/symmetry.frag34
-rw-r--r--examples/torus.frag34
11 files changed, 231 insertions, 231 deletions
diff --git a/examples/checkers.frag b/examples/checkers.frag
index c9b56ff..a561842 100644
--- a/examples/checkers.frag
+++ b/examples/checkers.frag
@@ -11,29 +11,29 @@ const float PI = 3.14159265358979323846;
mat2 rot(float a) {
- return mat2(
- cos(a), -sin(a),
- sin(a), cos(a)
- );
+ return mat2(
+ cos(a), -sin(a),
+ sin(a), cos(a)
+ );
}
void main(void) {
- vec2 m = res/2;
- float s = min(m.x, m.y);
- vec2 p = (gl_FragCoord.xy - m) / s;
+ vec2 m = res/2;
+ float s = min(m.x, m.y);
+ vec2 p = (gl_FragCoord.xy - m) / s;
- float repeat = 8.0;
- float time_mod = mod(time / 200, repeat);
- float w = 20 * pow(2, time_mod);
+ float repeat = 8.0;
+ float time_mod = mod(time / 200, repeat);
+ float w = 20 * pow(2, time_mod);
- float f = time_mod / repeat;
- vec2 pr = p * rot(f * PI/2);
+ float f = time_mod / repeat;
+ vec2 pr = p * rot(f * PI/2);
- float tp = mod(floor(log2(abs(pr.x/w)) + floor(log2(abs(pr.y/w)))), 2);
+ float tp = mod(floor(log2(abs(pr.x/w)) + floor(log2(abs(pr.y/w)))), 2);
- float darken = min(min(abs(pr.x), abs(pr.y)) / 0.01, 1.0);
+ float darken = min(min(abs(pr.x), abs(pr.y)) / 0.01, 1.0);
- float scene = tp * darken;
+ float scene = tp * darken;
- fragColor = vec4(vec3(1, 1, 1) * scene, 1);
+ fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}
diff --git a/examples/polygon.frag b/examples/polygon.frag
index 20d5cdc..a018865 100644
--- a/examples/polygon.frag
+++ b/examples/polygon.frag
@@ -11,44 +11,44 @@ const float PI = 3.14159265358979323846;
mat2 rot(float a) {
- return mat2(
- cos(a), -sin(a),
- sin(a), cos(a)
- );
+ return mat2(
+ cos(a), -sin(a),
+ sin(a), cos(a)
+ );
}
float poly(float n, vec2 m, float r, float rt, vec2 p) {
- vec2 diff = (m - p) * rot(rt);
- float d = length(diff);
- float alpha = PI / n;
- float gamma = mod(abs(atan(diff.x, diff.y)), alpha*2);
+ vec2 diff = (m - p) * rot(rt);
+ float d = length(diff);
+ float alpha = PI / n;
+ float gamma = mod(abs(atan(diff.x, diff.y)), alpha*2);
- if (gamma > alpha)
- gamma -= 2*alpha;
+ if (gamma > alpha)
+ gamma -= 2*alpha;
- float r2 = r * cos(alpha) / cos(gamma);
+ float r2 = r * cos(alpha) / cos(gamma);
- return clamp((r2 - d)*sharpness, 0.0, 1.0);
+ return clamp((r2 - d)*sharpness, 0.0, 1.0);
}
float poly_d(float n, vec2 m, float r, float rt, vec2 p) {
- return poly(n, m, r, rt, p) - poly(n, m, r - 1/sharpness, rt, p);
+ return poly(n, m, r, rt, p) - poly(n, m, r - 1/sharpness, rt, p);
}
void main(void) {
- vec2 m = res/2;
- float s = min(m.x, m.y);
- vec2 p = (gl_FragCoord.xy - m) / s;
+ vec2 m = res/2;
+ float s = min(m.x, m.y);
+ vec2 p = (gl_FragCoord.xy - m) / s;
- float scene = 0;
+ float scene = 0;
- float c;
+ float c;
- c = poly_d(5 - 3*cos(time/1000), vec2(0, 0), 0.5, PI * time/1000, p);
- scene = abs(scene - c);
+ c = poly_d(5 - 3*cos(time/1000), vec2(0, 0), 0.5, PI * time/1000, p);
+ scene = abs(scene - c);
- c = poly_d(5 - 3*cos(time/1000), vec2(0, 0), 0.5, -PI * time/1000, p);
- scene = abs(scene - c);
+ c = poly_d(5 - 3*cos(time/1000), vec2(0, 0), 0.5, -PI * time/1000, p);
+ scene = abs(scene - c);
- fragColor = vec4(vec3(1, 1, 1) * scene, 1);
+ fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}
diff --git a/examples/snail.frag b/examples/snail.frag
index 491c53a..5513d34 100644
--- a/examples/snail.frag
+++ b/examples/snail.frag
@@ -8,34 +8,34 @@ uniform float time;
const float sharpness = 300;
mat2 rot(float a) {
- return mat2(
- cos(a), -sin(a),
- sin(a), cos(a)
- );
+ return mat2(
+ cos(a), -sin(a),
+ sin(a), cos(a)
+ );
}
float circle(vec2 m, float r, vec2 p) {
- vec2 diff = m - p;
- float d = sqrt(dot(diff, diff));
+ vec2 diff = m - p;
+ float d = sqrt(dot(diff, diff));
- return clamp((r - d)*sharpness, 0.0, 1.0);
+ return clamp((r - d)*sharpness, 0.0, 1.0);
}
float circle_d(vec2 m, float r, vec2 p) {
- return circle(m, r, p) - circle(m, r - 1/sharpness, p);
+ return circle(m, r, p) - circle(m, r - 1/sharpness, p);
}
void main(void) {
- vec2 m = res/2;
- float s = min(m.x, m.y);
- vec2 p = (gl_FragCoord.xy - m) / s;
+ vec2 m = res/2;
+ float s = min(m.x, m.y);
+ vec2 p = (gl_FragCoord.xy - m) / s;
- float scene = 0;
+ float scene = 0;
- for (int i = 1; i <= 50; i++) {
- float c = circle_d(vec2(0.5, 0) * rot(time/500/i), 0.1 + 0.005*i, p);
- scene = abs(scene - c);
- }
+ for (int i = 1; i <= 50; i++) {
+ float c = circle_d(vec2(0.5, 0) * rot(time/500/i), 0.1 + 0.005*i, p);
+ scene = abs(scene - c);
+ }
- fragColor = vec4(vec3(1, 1, 1) * scene, 1);
+ fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}
diff --git a/examples/square-in-circle.frag b/examples/square-in-circle.frag
index ad6c615..731eca6 100644
--- a/examples/square-in-circle.frag
+++ b/examples/square-in-circle.frag
@@ -11,56 +11,56 @@ const float PI = 3.14159265358979323846;
mat2 rot(float a) {
- return mat2(
- cos(a), -sin(a),
- sin(a), cos(a)
- );
+ return mat2(
+ cos(a), -sin(a),
+ sin(a), cos(a)
+ );
}
float circle(vec2 m, float r, vec2 p) {
- vec2 diff = m - p;
- float d = sqrt(dot(diff, diff));
+ vec2 diff = m - p;
+ float d = sqrt(dot(diff, diff));
- return clamp((r - d)*sharpness, 0.0, 1.0);
+ return clamp((r - d)*sharpness, 0.0, 1.0);
}
float circle_d(vec2 m, float r, vec2 p) {
- return circle(m, r, p) - circle(m, r - 1/sharpness, p);
+ return circle(m, r, p) - circle(m, r - 1/sharpness, p);
}
float square(vec2 m, float a, float r, vec2 p) {
- vec2 diff = abs((m - p) * rot(r));
- float d = max(diff.x, diff.y);
+ vec2 diff = abs((m - p) * rot(r));
+ float d = max(diff.x, diff.y);
- return clamp((a - d)*sharpness, 0.0, 1.0);
+ return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
- vec2 m = res/2;
- float s = min(m.x, m.y);
- vec2 p = (gl_FragCoord.xy - m) / s;
+ vec2 m = res/2;
+ float s = min(m.x, m.y);
+ vec2 p = (gl_FragCoord.xy - m) / s;
- float scene = 0;
+ float scene = 0;
- int n = 20;
- float b = 1;
- float alpha = 0;
- for (int i = 0; i < n; i++) {
- float c;
+ int n = 20;
+ float b = 1;
+ float alpha = 0;
+ for (int i = 0; i < n; i++) {
+ float c;
- c = circle_d(vec2(0, 0), b, p);
- scene = abs(scene - c);
+ c = circle_d(vec2(0, 0), b, p);
+ scene = abs(scene - c);
- float delta = mod(time/5000, PI/2);
- alpha = mod(alpha + delta, PI/2);
- b /= sqrt(2);
+ float delta = mod(time/5000, PI/2);
+ alpha = mod(alpha + delta, PI/2);
+ b /= sqrt(2);
- c = square(vec2(0, 0), b, alpha, p);
- scene = abs(scene - c);
+ c = square(vec2(0, 0), b, alpha, p);
+ scene = abs(scene - c);
- c = square(vec2(0, 0), b, -alpha, p);
- scene = abs(scene - c);
- }
+ c = square(vec2(0, 0), b, -alpha, p);
+ scene = abs(scene - c);
+ }
- fragColor = vec4(vec3(1, 1, 1) * scene, 1);
+ fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}
diff --git a/examples/square-in-square.frag b/examples/square-in-square.frag
index cc00388..07343d8 100644
--- a/examples/square-in-square.frag
+++ b/examples/square-in-square.frag
@@ -11,64 +11,64 @@ const float PI = 3.14159265358979323846;
mat2 rot(float a) {
- return mat2(
- cos(a), -sin(a),
- sin(a), cos(a)
- );
+ return mat2(
+ cos(a), -sin(a),
+ sin(a), cos(a)
+ );
}
float circle(vec2 m, float r, vec2 p) {
- vec2 diff = m - p;
- float d = sqrt(dot(diff, diff));
+ vec2 diff = m - p;
+ float d = sqrt(dot(diff, diff));
- return clamp((r - d)*sharpness, 0.0, 1.0);
+ return clamp((r - d)*sharpness, 0.0, 1.0);
}
float circle_d(vec2 m, float r, vec2 p) {
- return circle(m, r, p) - circle(m, r - 1/sharpness, p);
+ return circle(m, r, p) - circle(m, r - 1/sharpness, p);
}
float square(vec2 m, float a, float r, vec2 p) {
- vec2 diff = abs((m - p) * rot(r));
- float d = max(diff.x, diff.y);
+ vec2 diff = abs((m - p) * rot(r));
+ float d = max(diff.x, diff.y);
- return clamp((a - d)*sharpness, 0.0, 1.0);
+ return clamp((a - d)*sharpness, 0.0, 1.0);
}
float square_d(vec2 m, float a, float r, vec2 p) {
- return square(m, a, r, p) - square(m, a - 1/sharpness, r, p);
+ return square(m, a, r, p) - square(m, a - 1/sharpness, r, p);
}
void main(void) {
- vec2 m = res/2;
- float s = min(m.x, m.y);
- vec2 p = (gl_FragCoord.xy - m) / s;
+ vec2 m = res/2;
+ float s = min(m.x, m.y);
+ vec2 p = (gl_FragCoord.xy - m) / s;
- float scene = 0;
+ float scene = 0;
- int n = 20;
- float b = 1;
- float alpha = 0;
- for (int i = 0; i < n; i++) {
- float delta = mod(time/5000, PI/2);
- alpha = mod(alpha + delta, PI/2);
- b /= (sin(delta) + cos(delta));
+ int n = 20;
+ float b = 1;
+ float alpha = 0;
+ for (int i = 0; i < n; i++) {
+ float delta = mod(time/5000, PI/2);
+ alpha = mod(alpha + delta, PI/2);
+ b /= (sin(delta) + cos(delta));
- float c = square(vec2(0, 0), b, alpha, p);
- scene = abs(scene - c);
- }
+ float c = square(vec2(0, 0), b, alpha, p);
+ scene = abs(scene - c);
+ }
- b = 1;
- alpha = 0;
- for (int i = 0; i < n; i++) {
- float delta = mod(-time/5000, PI/2);
- alpha = mod(alpha + delta, PI/2);
- b /= (sin(delta) + cos(delta));
+ b = 1;
+ alpha = 0;
+ for (int i = 0; i < n; i++) {
+ float delta = mod(-time/5000, PI/2);
+ alpha = mod(alpha + delta, PI/2);
+ b /= (sin(delta) + cos(delta));
- float c = square(vec2(0, 0), b, alpha, p);
- scene = abs(scene - c);
- }
+ float c = square(vec2(0, 0), b, alpha, p);
+ scene = abs(scene - c);
+ }
- fragColor = vec4(vec3(1, 1, 1) * scene, 1);
+ fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}
diff --git a/examples/square-ring.frag b/examples/square-ring.frag
index 1ef1c2c..300d4ef 100644
--- a/examples/square-ring.frag
+++ b/examples/square-ring.frag
@@ -11,31 +11,31 @@ const float PI = 3.14159265358979323846;
mat2 rot(float a) {
- return mat2(
- cos(a), -sin(a),
- sin(a), cos(a)
- );
+ return mat2(
+ cos(a), -sin(a),
+ sin(a), cos(a)
+ );
}
float square(vec2 m, float a, float r, vec2 p) {
- vec2 diff = abs((m - p) * rot(r));
- float d = max(diff.x, diff.y);
+ vec2 diff = abs((m - p) * rot(r));
+ float d = max(diff.x, diff.y);
- return clamp((a - d)*sharpness, 0.0, 1.0);
+ return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
- vec2 m = res/2;
- float s = min(m.x, m.y);
- vec2 p = (gl_FragCoord.xy - m) / s;
+ vec2 m = res/2;
+ float s = min(m.x, m.y);
+ vec2 p = (gl_FragCoord.xy - m) / s;
- float scene = 0;
+ float scene = 0;
- int n = 10;
- for (int i = 1; i <= n; i++) {
- float c = square(vec2(0, 0), 0.5, PI/2*i/n - time/500, p);
- scene = abs(scene - c);
- }
+ int n = 10;
+ for (int i = 1; i <= n; i++) {
+ float c = square(vec2(0, 0), 0.5, PI/2*i/n - time/500, p);
+ scene = abs(scene - c);
+ }
- fragColor = vec4(vec3(1, 1, 1) * scene, 1);
+ fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}
diff --git a/examples/square-ring2.frag b/examples/square-ring2.frag
index e90b633..26310a7 100644
--- a/examples/square-ring2.frag
+++ b/examples/square-ring2.frag
@@ -11,37 +11,37 @@ const float PI = 3.14159265358979323846;
mat2 rot(float a) {
- return mat2(
- cos(a), -sin(a),
- sin(a), cos(a)
- );
+ return mat2(
+ cos(a), -sin(a),
+ sin(a), cos(a)
+ );
}
float square(vec2 m, float a, float r, vec2 p) {
- vec2 diff = abs((m - p) * rot(r));
- float d = max(diff.x, diff.y);
+ vec2 diff = abs((m - p) * rot(r));
+ float d = max(diff.x, diff.y);
- return clamp((a - d)*sharpness, 0.0, 1.0);
+ return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
- vec2 m = res/2;
- float s = min(m.x, m.y);
- vec2 p = (gl_FragCoord.xy - m) / s;
+ vec2 m = res/2;
+ float s = min(m.x, m.y);
+ vec2 p = (gl_FragCoord.xy - m) / s;
- float scene = 0;
+ float scene = 0;
- int n = 5;
- for (int i = 1; i <= n; i++) {
- float c = square(vec2(0, 0), 0.5, PI/2*i/n - time/3000, p);
- scene = abs(scene - c);
- }
+ int n = 5;
+ for (int i = 1; i <= n; i++) {
+ float c = square(vec2(0, 0), 0.5, PI/2*i/n - time/3000, p);
+ scene = abs(scene - c);
+ }
- n = 5;
- for (int i = 1; i <= n; i++) {
- float c = square(vec2(0, 0), 0.5, PI/2*i/n + time/3000, p);
- scene = abs(scene - c);
- }
+ n = 5;
+ for (int i = 1; i <= n; i++) {
+ float c = square(vec2(0, 0), 0.5, PI/2*i/n + time/3000, p);
+ scene = abs(scene - c);
+ }
- fragColor = vec4(vec3(1, 1, 1) * scene, 1);
+ fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}
diff --git a/examples/squares.frag b/examples/squares.frag
index fd5dc94..574f220 100644
--- a/examples/squares.frag
+++ b/examples/squares.frag
@@ -8,35 +8,35 @@ uniform float time;
const float sharpness = 500;
mat2 rot(float a) {
- return mat2(
- cos(a), -sin(a),
- sin(a), cos(a)
- );
+ return mat2(
+ cos(a), -sin(a),
+ sin(a), cos(a)
+ );
}
float square(vec2 m, float a, float r, vec2 p) {
- vec2 diff = abs((m - p) * rot(r));
- float d = max(diff.x, diff.y);
+ vec2 diff = abs((m - p) * rot(r));
+ float d = max(diff.x, diff.y);
- return clamp((a - d)*sharpness, 0.0, 1.0);
+ return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
- vec2 m = res/2;
- float s = min(m.x, m.y);
- vec2 p = (gl_FragCoord.xy - m) / s;
+ vec2 m = res/2;
+ float s = min(m.x, m.y);
+ vec2 p = (gl_FragCoord.xy - m) / s;
- float a = atan(p.x, p.y);
+ float a = atan(p.x, p.y);
- float x = mod(p.x, 0.1);
- float y = mod(p.y, 0.1);
+ float x = mod(p.x, 0.1);
+ float y = mod(p.y, 0.1);
- float scene = 0;
+ float scene = 0;
- for (int i = 1; i <= 50; i++) {
- float c = square(vec2(0.5, 0) * rot(time/500/i), 0.1 + 0.005*i, time/500/i + time/(100*i), p);
- scene = abs(scene - c);
- }
+ for (int i = 1; i <= 50; i++) {
+ float c = square(vec2(0.5, 0) * rot(time/500/i), 0.1 + 0.005*i, time/500/i + time/(100*i), p);
+ scene = abs(scene - c);
+ }
- fragColor = vec4(vec3(1, 1, 1) * scene, 1);
+ fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}
diff --git a/examples/supersnail.frag b/examples/supersnail.frag
index 154652a..dd0f77c 100644
--- a/examples/supersnail.frag
+++ b/examples/supersnail.frag
@@ -8,30 +8,30 @@ uniform float time;
const float sharpness = 300;
mat2 rot(float a) {
- return mat2(
- cos(a), -sin(a),
- sin(a), cos(a)
- );
+ return mat2(
+ cos(a), -sin(a),
+ sin(a), cos(a)
+ );
}
float circle(vec2 m, float r, vec2 p) {
- vec2 diff = m - p;
- float d = sqrt(dot(diff, diff));
+ vec2 diff = m - p;
+ float d = sqrt(dot(diff, diff));
- return clamp((r - d)*sharpness, 0.0, 1.0);
+ return clamp((r - d)*sharpness, 0.0, 1.0);
}
void main(void) {
- vec2 m = res/2;
- float s = min(m.x, m.y);
- vec2 p = (gl_FragCoord.xy - m) / s;
+ vec2 m = res/2;
+ float s = min(m.x, m.y);
+ vec2 p = (gl_FragCoord.xy - m) / s;
- float scene = 0;
+ float scene = 0;
- for (int i = 1; i <= 100; i++) {
- float c = circle(vec2(0.5, 0) * rot(time/200/i), 0.1 + 0.002*i, p);
- scene = abs(scene - c);
- }
+ for (int i = 1; i <= 100; i++) {
+ float c = circle(vec2(0.5, 0) * rot(time/200/i), 0.1 + 0.002*i, p);
+ scene = abs(scene - c);
+ }
- fragColor = vec4(vec3(1, 1, 1) * scene, 1);
+ fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}
diff --git a/examples/symmetry.frag b/examples/symmetry.frag
index 0fb9cd1..7a3fb18 100644
--- a/examples/symmetry.frag
+++ b/examples/symmetry.frag
@@ -11,31 +11,31 @@ const float PI = 3.14159265358979323846;
mat2 rot(float a) {
- return mat2(
- cos(a), -sin(a),
- sin(a), cos(a)
- );
+ return mat2(
+ cos(a), -sin(a),
+ sin(a), cos(a)
+ );
}
float square(vec2 m, float a, float r, vec2 p) {
- vec2 diff = abs((m - p) * rot(r));
- float d = max(diff.x, diff.y);
+ vec2 diff = abs((m - p) * rot(r));
+ float d = max(diff.x, diff.y);
- return clamp((a - d)*sharpness, 0.0, 1.0);
+ return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
- vec2 m = res/2;
- float s = min(m.x, m.y);
- vec2 p = (gl_FragCoord.xy - m) / s;
+ vec2 m = res/2;
+ float s = min(m.x, m.y);
+ vec2 p = (gl_FragCoord.xy - m) / s;
- float scene = 0;
+ float scene = 0;
- int n = 24;
- for (int i = 0; i < n; i++) {
- float c = square(vec2(0.5, 0) * rot(PI/2*(4.0*i/n)) * vec2(1, 1), 0.3, PI/2*(24.0*i/n - time/800), p);
- scene = abs(scene - c);
- }
+ int n = 24;
+ for (int i = 0; i < n; i++) {
+ float c = square(vec2(0.5, 0) * rot(PI/2*(4.0*i/n)) * vec2(1, 1), 0.3, PI/2*(24.0*i/n - time/800), p);
+ scene = abs(scene - c);
+ }
- fragColor = vec4(vec3(1, 1, 1) * scene, 1);
+ fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}
diff --git a/examples/torus.frag b/examples/torus.frag
index 9758e1d..06f6987 100644
--- a/examples/torus.frag
+++ b/examples/torus.frag
@@ -11,31 +11,31 @@ const float PI = 3.14159265358979323846;
mat2 rot(float a) {
- return mat2(
- cos(a), -sin(a),
- sin(a), cos(a)
- );
+ return mat2(
+ cos(a), -sin(a),
+ sin(a), cos(a)
+ );
}
float square(vec2 m, float a, float r, vec2 p) {
- vec2 diff = abs((m - p) * rot(r));
- float d = max(diff.x, diff.y);
+ vec2 diff = abs((m - p) * rot(r));
+ float d = max(diff.x, diff.y);
- return clamp((a - d)*sharpness, 0.0, 1.0);
+ return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
- vec2 m = res/2;
- float s = min(m.x, m.y);
- vec2 p = (gl_FragCoord.xy - m) / s;
+ vec2 m = res/2;
+ float s = min(m.x, m.y);
+ vec2 p = (gl_FragCoord.xy - m) / s;
- float scene = 0;
+ float scene = 0;
- int n = 48;
- for (int i = 1; i <= n; i++) {
- float c = square(vec2(0.5, 0) * rot(PI/2*(time/8000 + 4.0*i/n)) * vec2(1, 0.5), 0.1, PI/2*(24.0*i/n - time/800), p);
- scene = abs(scene - c);
- }
+ int n = 48;
+ for (int i = 1; i <= n; i++) {
+ float c = square(vec2(0.5, 0) * rot(PI/2*(time/8000 + 4.0*i/n)) * vec2(1, 0.5), 0.1, PI/2*(24.0*i/n - time/800), p);
+ scene = abs(scene - c);
+ }
- fragColor = vec4(vec3(1, 1, 1) * scene, 1);
+ fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}