#version 130 out vec4 fragColor; uniform vec2 res; uniform float time; const float sharpness = 300; const float PI = 3.14159265358979323846; mat2 rot(float 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)); 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); } float square(vec2 m, float a, float r, vec2 p) { vec2 diff = abs((m - p) * rot(r)); float d = max(diff.x, diff.y); 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); } void main(void) { vec2 m = res/2; float s = min(m.x, m.y); vec2 p = (gl_FragCoord.xy - m) / s; 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)); 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)); float c = square(vec2(0, 0), b, alpha, p); scene = abs(scene - c); } fragColor = vec4(vec3(1, 1, 1) * scene, 1); }