diff options
Diffstat (limited to 'examples/square-in-circle.frag')
-rw-r--r-- | examples/square-in-circle.frag | 62 |
1 files changed, 31 insertions, 31 deletions
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); } |