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-rw-r--r--examples/square-in-circle.frag62
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);
}