examples: fix indentation
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d28929a69b
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11 changed files with 231 additions and 231 deletions
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@ -11,29 +11,29 @@ const float PI = 3.14159265358979323846;
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mat2 rot(float a) {
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mat2 rot(float a) {
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return mat2(
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return mat2(
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cos(a), -sin(a),
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cos(a), -sin(a),
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sin(a), cos(a)
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sin(a), cos(a)
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);
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);
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}
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}
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void main(void) {
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void main(void) {
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vec2 m = res/2;
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vec2 m = res/2;
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float s = min(m.x, m.y);
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float s = min(m.x, m.y);
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vec2 p = (gl_FragCoord.xy - m) / s;
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vec2 p = (gl_FragCoord.xy - m) / s;
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float repeat = 8.0;
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float repeat = 8.0;
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float time_mod = mod(time / 200, repeat);
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float time_mod = mod(time / 200, repeat);
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float w = 20 * pow(2, time_mod);
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float w = 20 * pow(2, time_mod);
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float f = time_mod / repeat;
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float f = time_mod / repeat;
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vec2 pr = p * rot(f * PI/2);
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vec2 pr = p * rot(f * PI/2);
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float tp = mod(floor(log2(abs(pr.x/w)) + floor(log2(abs(pr.y/w)))), 2);
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float tp = mod(floor(log2(abs(pr.x/w)) + floor(log2(abs(pr.y/w)))), 2);
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float darken = min(min(abs(pr.x), abs(pr.y)) / 0.01, 1.0);
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float darken = min(min(abs(pr.x), abs(pr.y)) / 0.01, 1.0);
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float scene = tp * darken;
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float scene = tp * darken;
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fragColor = vec4(vec3(1, 1, 1) * scene, 1);
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fragColor = vec4(vec3(1, 1, 1) * scene, 1);
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}
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}
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@ -11,44 +11,44 @@ const float PI = 3.14159265358979323846;
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mat2 rot(float a) {
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mat2 rot(float a) {
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return mat2(
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return mat2(
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cos(a), -sin(a),
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cos(a), -sin(a),
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sin(a), cos(a)
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sin(a), cos(a)
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);
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);
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}
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}
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float poly(float n, vec2 m, float r, float rt, vec2 p) {
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float poly(float n, vec2 m, float r, float rt, vec2 p) {
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vec2 diff = (m - p) * rot(rt);
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vec2 diff = (m - p) * rot(rt);
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float d = length(diff);
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float d = length(diff);
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float alpha = PI / n;
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float alpha = PI / n;
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float gamma = mod(abs(atan(diff.x, diff.y)), alpha*2);
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float gamma = mod(abs(atan(diff.x, diff.y)), alpha*2);
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if (gamma > alpha)
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if (gamma > alpha)
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gamma -= 2*alpha;
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gamma -= 2*alpha;
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float r2 = r * cos(alpha) / cos(gamma);
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float r2 = r * cos(alpha) / cos(gamma);
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return clamp((r2 - d)*sharpness, 0.0, 1.0);
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return clamp((r2 - d)*sharpness, 0.0, 1.0);
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}
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}
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float poly_d(float n, vec2 m, float r, float rt, vec2 p) {
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float poly_d(float n, vec2 m, float r, float rt, vec2 p) {
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return poly(n, m, r, rt, p) - poly(n, m, r - 1/sharpness, rt, p);
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return poly(n, m, r, rt, p) - poly(n, m, r - 1/sharpness, rt, p);
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}
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}
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void main(void) {
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void main(void) {
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vec2 m = res/2;
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vec2 m = res/2;
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float s = min(m.x, m.y);
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float s = min(m.x, m.y);
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vec2 p = (gl_FragCoord.xy - m) / s;
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vec2 p = (gl_FragCoord.xy - m) / s;
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float scene = 0;
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float scene = 0;
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float c;
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float c;
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c = poly_d(5 - 3*cos(time/1000), vec2(0, 0), 0.5, PI * time/1000, p);
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c = poly_d(5 - 3*cos(time/1000), vec2(0, 0), 0.5, PI * time/1000, p);
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scene = abs(scene - c);
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scene = abs(scene - c);
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c = poly_d(5 - 3*cos(time/1000), vec2(0, 0), 0.5, -PI * time/1000, p);
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c = poly_d(5 - 3*cos(time/1000), vec2(0, 0), 0.5, -PI * time/1000, p);
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scene = abs(scene - c);
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scene = abs(scene - c);
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fragColor = vec4(vec3(1, 1, 1) * scene, 1);
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fragColor = vec4(vec3(1, 1, 1) * scene, 1);
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}
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}
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@ -8,34 +8,34 @@ uniform float time;
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const float sharpness = 300;
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const float sharpness = 300;
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mat2 rot(float a) {
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mat2 rot(float a) {
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return mat2(
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return mat2(
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cos(a), -sin(a),
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cos(a), -sin(a),
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sin(a), cos(a)
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sin(a), cos(a)
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);
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);
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}
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}
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float circle(vec2 m, float r, vec2 p) {
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float circle(vec2 m, float r, vec2 p) {
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vec2 diff = m - p;
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vec2 diff = m - p;
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float d = sqrt(dot(diff, diff));
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float d = sqrt(dot(diff, diff));
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return clamp((r - d)*sharpness, 0.0, 1.0);
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return clamp((r - d)*sharpness, 0.0, 1.0);
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}
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}
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float circle_d(vec2 m, float r, vec2 p) {
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float circle_d(vec2 m, float r, vec2 p) {
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return circle(m, r, p) - circle(m, r - 1/sharpness, p);
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return circle(m, r, p) - circle(m, r - 1/sharpness, p);
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}
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}
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void main(void) {
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void main(void) {
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vec2 m = res/2;
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vec2 m = res/2;
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float s = min(m.x, m.y);
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float s = min(m.x, m.y);
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vec2 p = (gl_FragCoord.xy - m) / s;
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vec2 p = (gl_FragCoord.xy - m) / s;
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float scene = 0;
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float scene = 0;
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for (int i = 1; i <= 50; i++) {
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for (int i = 1; i <= 50; i++) {
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float c = circle_d(vec2(0.5, 0) * rot(time/500/i), 0.1 + 0.005*i, p);
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float c = circle_d(vec2(0.5, 0) * rot(time/500/i), 0.1 + 0.005*i, p);
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scene = abs(scene - c);
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scene = abs(scene - c);
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}
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}
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fragColor = vec4(vec3(1, 1, 1) * scene, 1);
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fragColor = vec4(vec3(1, 1, 1) * scene, 1);
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}
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}
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@ -11,56 +11,56 @@ const float PI = 3.14159265358979323846;
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mat2 rot(float a) {
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mat2 rot(float a) {
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return mat2(
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return mat2(
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cos(a), -sin(a),
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cos(a), -sin(a),
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sin(a), cos(a)
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sin(a), cos(a)
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);
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);
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}
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}
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float circle(vec2 m, float r, vec2 p) {
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float circle(vec2 m, float r, vec2 p) {
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vec2 diff = m - p;
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vec2 diff = m - p;
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float d = sqrt(dot(diff, diff));
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float d = sqrt(dot(diff, diff));
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return clamp((r - d)*sharpness, 0.0, 1.0);
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return clamp((r - d)*sharpness, 0.0, 1.0);
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}
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}
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float circle_d(vec2 m, float r, vec2 p) {
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float circle_d(vec2 m, float r, vec2 p) {
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return circle(m, r, p) - circle(m, r - 1/sharpness, p);
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return circle(m, r, p) - circle(m, r - 1/sharpness, p);
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}
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}
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float square(vec2 m, float a, float r, vec2 p) {
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float square(vec2 m, float a, float r, vec2 p) {
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vec2 diff = abs((m - p) * rot(r));
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vec2 diff = abs((m - p) * rot(r));
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float d = max(diff.x, diff.y);
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float d = max(diff.x, diff.y);
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return clamp((a - d)*sharpness, 0.0, 1.0);
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return clamp((a - d)*sharpness, 0.0, 1.0);
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}
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}
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void main(void) {
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void main(void) {
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vec2 m = res/2;
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vec2 m = res/2;
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float s = min(m.x, m.y);
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float s = min(m.x, m.y);
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vec2 p = (gl_FragCoord.xy - m) / s;
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vec2 p = (gl_FragCoord.xy - m) / s;
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float scene = 0;
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float scene = 0;
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int n = 20;
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int n = 20;
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float b = 1;
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float b = 1;
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float alpha = 0;
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float alpha = 0;
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for (int i = 0; i < n; i++) {
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for (int i = 0; i < n; i++) {
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float c;
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float c;
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c = circle_d(vec2(0, 0), b, p);
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c = circle_d(vec2(0, 0), b, p);
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scene = abs(scene - c);
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scene = abs(scene - c);
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float delta = mod(time/5000, PI/2);
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float delta = mod(time/5000, PI/2);
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alpha = mod(alpha + delta, PI/2);
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alpha = mod(alpha + delta, PI/2);
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b /= sqrt(2);
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b /= sqrt(2);
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c = square(vec2(0, 0), b, alpha, p);
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c = square(vec2(0, 0), b, alpha, p);
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scene = abs(scene - c);
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scene = abs(scene - c);
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c = square(vec2(0, 0), b, -alpha, p);
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c = square(vec2(0, 0), b, -alpha, p);
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scene = abs(scene - c);
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scene = abs(scene - c);
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}
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}
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fragColor = vec4(vec3(1, 1, 1) * scene, 1);
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fragColor = vec4(vec3(1, 1, 1) * scene, 1);
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}
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}
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@ -11,64 +11,64 @@ const float PI = 3.14159265358979323846;
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mat2 rot(float a) {
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mat2 rot(float a) {
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return mat2(
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return mat2(
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cos(a), -sin(a),
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cos(a), -sin(a),
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sin(a), cos(a)
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sin(a), cos(a)
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);
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);
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}
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}
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float circle(vec2 m, float r, vec2 p) {
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float circle(vec2 m, float r, vec2 p) {
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vec2 diff = m - p;
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vec2 diff = m - p;
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float d = sqrt(dot(diff, diff));
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float d = sqrt(dot(diff, diff));
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return clamp((r - d)*sharpness, 0.0, 1.0);
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return clamp((r - d)*sharpness, 0.0, 1.0);
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}
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}
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float circle_d(vec2 m, float r, vec2 p) {
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float circle_d(vec2 m, float r, vec2 p) {
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return circle(m, r, p) - circle(m, r - 1/sharpness, p);
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return circle(m, r, p) - circle(m, r - 1/sharpness, p);
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}
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}
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float square(vec2 m, float a, float r, vec2 p) {
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float square(vec2 m, float a, float r, vec2 p) {
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vec2 diff = abs((m - p) * rot(r));
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vec2 diff = abs((m - p) * rot(r));
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float d = max(diff.x, diff.y);
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float d = max(diff.x, diff.y);
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return clamp((a - d)*sharpness, 0.0, 1.0);
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return clamp((a - d)*sharpness, 0.0, 1.0);
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}
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}
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float square_d(vec2 m, float a, float r, vec2 p) {
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float square_d(vec2 m, float a, float r, vec2 p) {
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return square(m, a, r, p) - square(m, a - 1/sharpness, r, p);
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return square(m, a, r, p) - square(m, a - 1/sharpness, r, p);
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}
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}
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void main(void) {
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void main(void) {
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vec2 m = res/2;
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vec2 m = res/2;
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float s = min(m.x, m.y);
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float s = min(m.x, m.y);
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vec2 p = (gl_FragCoord.xy - m) / s;
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vec2 p = (gl_FragCoord.xy - m) / s;
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float scene = 0;
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float scene = 0;
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int n = 20;
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int n = 20;
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float b = 1;
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float b = 1;
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float alpha = 0;
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float alpha = 0;
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for (int i = 0; i < n; i++) {
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for (int i = 0; i < n; i++) {
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float delta = mod(time/5000, PI/2);
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float delta = mod(time/5000, PI/2);
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alpha = mod(alpha + delta, PI/2);
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alpha = mod(alpha + delta, PI/2);
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b /= (sin(delta) + cos(delta));
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b /= (sin(delta) + cos(delta));
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float c = square(vec2(0, 0), b, alpha, p);
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float c = square(vec2(0, 0), b, alpha, p);
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scene = abs(scene - c);
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scene = abs(scene - c);
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}
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}
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b = 1;
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b = 1;
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alpha = 0;
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alpha = 0;
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for (int i = 0; i < n; i++) {
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for (int i = 0; i < n; i++) {
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float delta = mod(-time/5000, PI/2);
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float delta = mod(-time/5000, PI/2);
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alpha = mod(alpha + delta, PI/2);
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alpha = mod(alpha + delta, PI/2);
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b /= (sin(delta) + cos(delta));
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b /= (sin(delta) + cos(delta));
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float c = square(vec2(0, 0), b, alpha, p);
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float c = square(vec2(0, 0), b, alpha, p);
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scene = abs(scene - c);
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scene = abs(scene - c);
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}
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}
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fragColor = vec4(vec3(1, 1, 1) * scene, 1);
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fragColor = vec4(vec3(1, 1, 1) * scene, 1);
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}
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}
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@ -11,31 +11,31 @@ const float PI = 3.14159265358979323846;
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mat2 rot(float a) {
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mat2 rot(float a) {
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return mat2(
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return mat2(
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cos(a), -sin(a),
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cos(a), -sin(a),
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sin(a), cos(a)
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sin(a), cos(a)
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);
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);
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}
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}
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float square(vec2 m, float a, float r, vec2 p) {
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float square(vec2 m, float a, float r, vec2 p) {
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vec2 diff = abs((m - p) * rot(r));
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vec2 diff = abs((m - p) * rot(r));
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float d = max(diff.x, diff.y);
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float d = max(diff.x, diff.y);
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return clamp((a - d)*sharpness, 0.0, 1.0);
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return clamp((a - d)*sharpness, 0.0, 1.0);
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}
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}
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void main(void) {
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void main(void) {
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vec2 m = res/2;
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vec2 m = res/2;
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float s = min(m.x, m.y);
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float s = min(m.x, m.y);
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vec2 p = (gl_FragCoord.xy - m) / s;
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vec2 p = (gl_FragCoord.xy - m) / s;
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float scene = 0;
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float scene = 0;
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int n = 10;
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int n = 10;
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for (int i = 1; i <= n; i++) {
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for (int i = 1; i <= n; i++) {
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float c = square(vec2(0, 0), 0.5, PI/2*i/n - time/500, p);
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float c = square(vec2(0, 0), 0.5, PI/2*i/n - time/500, p);
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scene = abs(scene - c);
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scene = abs(scene - c);
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}
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}
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fragColor = vec4(vec3(1, 1, 1) * scene, 1);
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fragColor = vec4(vec3(1, 1, 1) * scene, 1);
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}
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}
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@ -11,37 +11,37 @@ const float PI = 3.14159265358979323846;
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mat2 rot(float a) {
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mat2 rot(float a) {
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return mat2(
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return mat2(
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cos(a), -sin(a),
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cos(a), -sin(a),
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sin(a), cos(a)
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sin(a), cos(a)
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);
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);
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}
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}
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float square(vec2 m, float a, float r, vec2 p) {
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float square(vec2 m, float a, float r, vec2 p) {
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vec2 diff = abs((m - p) * rot(r));
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vec2 diff = abs((m - p) * rot(r));
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float d = max(diff.x, diff.y);
|
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) {
|
void main(void) {
|
||||||
vec2 m = res/2;
|
vec2 m = res/2;
|
||||||
float s = min(m.x, m.y);
|
float s = min(m.x, m.y);
|
||||||
vec2 p = (gl_FragCoord.xy - m) / s;
|
vec2 p = (gl_FragCoord.xy - m) / s;
|
||||||
|
|
||||||
float scene = 0;
|
float scene = 0;
|
||||||
|
|
||||||
int n = 5;
|
int n = 5;
|
||||||
for (int i = 1; i <= n; i++) {
|
for (int i = 1; i <= n; i++) {
|
||||||
float c = square(vec2(0, 0), 0.5, PI/2*i/n - time/3000, p);
|
float c = square(vec2(0, 0), 0.5, PI/2*i/n - time/3000, p);
|
||||||
scene = abs(scene - c);
|
scene = abs(scene - c);
|
||||||
}
|
}
|
||||||
|
|
||||||
n = 5;
|
n = 5;
|
||||||
for (int i = 1; i <= n; i++) {
|
for (int i = 1; i <= n; i++) {
|
||||||
float c = square(vec2(0, 0), 0.5, PI/2*i/n + time/3000, p);
|
float c = square(vec2(0, 0), 0.5, PI/2*i/n + time/3000, p);
|
||||||
scene = abs(scene - c);
|
scene = abs(scene - c);
|
||||||
}
|
}
|
||||||
|
|
||||||
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
|
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
|
||||||
}
|
}
|
||||||
|
|
|
@ -8,35 +8,35 @@ uniform float time;
|
||||||
const float sharpness = 500;
|
const float sharpness = 500;
|
||||||
|
|
||||||
mat2 rot(float a) {
|
mat2 rot(float a) {
|
||||||
return mat2(
|
return mat2(
|
||||||
cos(a), -sin(a),
|
cos(a), -sin(a),
|
||||||
sin(a), cos(a)
|
sin(a), cos(a)
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
float square(vec2 m, float a, float r, vec2 p) {
|
float square(vec2 m, float a, float r, vec2 p) {
|
||||||
vec2 diff = abs((m - p) * rot(r));
|
vec2 diff = abs((m - p) * rot(r));
|
||||||
float d = max(diff.x, diff.y);
|
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) {
|
void main(void) {
|
||||||
vec2 m = res/2;
|
vec2 m = res/2;
|
||||||
float s = min(m.x, m.y);
|
float s = min(m.x, m.y);
|
||||||
vec2 p = (gl_FragCoord.xy - m) / s;
|
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 x = mod(p.x, 0.1);
|
||||||
float y = mod(p.y, 0.1);
|
float y = mod(p.y, 0.1);
|
||||||
|
|
||||||
float scene = 0;
|
float scene = 0;
|
||||||
|
|
||||||
for (int i = 1; i <= 50; i++) {
|
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);
|
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);
|
scene = abs(scene - c);
|
||||||
}
|
}
|
||||||
|
|
||||||
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
|
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
|
||||||
}
|
}
|
||||||
|
|
|
@ -8,30 +8,30 @@ uniform float time;
|
||||||
const float sharpness = 300;
|
const float sharpness = 300;
|
||||||
|
|
||||||
mat2 rot(float a) {
|
mat2 rot(float a) {
|
||||||
return mat2(
|
return mat2(
|
||||||
cos(a), -sin(a),
|
cos(a), -sin(a),
|
||||||
sin(a), cos(a)
|
sin(a), cos(a)
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
float circle(vec2 m, float r, vec2 p) {
|
float circle(vec2 m, float r, vec2 p) {
|
||||||
vec2 diff = m - p;
|
vec2 diff = m - p;
|
||||||
float d = sqrt(dot(diff, diff));
|
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) {
|
void main(void) {
|
||||||
vec2 m = res/2;
|
vec2 m = res/2;
|
||||||
float s = min(m.x, m.y);
|
float s = min(m.x, m.y);
|
||||||
vec2 p = (gl_FragCoord.xy - m) / s;
|
vec2 p = (gl_FragCoord.xy - m) / s;
|
||||||
|
|
||||||
float scene = 0;
|
float scene = 0;
|
||||||
|
|
||||||
for (int i = 1; i <= 100; i++) {
|
for (int i = 1; i <= 100; i++) {
|
||||||
float c = circle(vec2(0.5, 0) * rot(time/200/i), 0.1 + 0.002*i, p);
|
float c = circle(vec2(0.5, 0) * rot(time/200/i), 0.1 + 0.002*i, p);
|
||||||
scene = abs(scene - c);
|
scene = abs(scene - c);
|
||||||
}
|
}
|
||||||
|
|
||||||
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
|
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
|
||||||
}
|
}
|
||||||
|
|
|
@ -11,31 +11,31 @@ const float PI = 3.14159265358979323846;
|
||||||
|
|
||||||
|
|
||||||
mat2 rot(float a) {
|
mat2 rot(float a) {
|
||||||
return mat2(
|
return mat2(
|
||||||
cos(a), -sin(a),
|
cos(a), -sin(a),
|
||||||
sin(a), cos(a)
|
sin(a), cos(a)
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
float square(vec2 m, float a, float r, vec2 p) {
|
float square(vec2 m, float a, float r, vec2 p) {
|
||||||
vec2 diff = abs((m - p) * rot(r));
|
vec2 diff = abs((m - p) * rot(r));
|
||||||
float d = max(diff.x, diff.y);
|
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) {
|
void main(void) {
|
||||||
vec2 m = res/2;
|
vec2 m = res/2;
|
||||||
float s = min(m.x, m.y);
|
float s = min(m.x, m.y);
|
||||||
vec2 p = (gl_FragCoord.xy - m) / s;
|
vec2 p = (gl_FragCoord.xy - m) / s;
|
||||||
|
|
||||||
float scene = 0;
|
float scene = 0;
|
||||||
|
|
||||||
int n = 24;
|
int n = 24;
|
||||||
for (int i = 0; i < n; i++) {
|
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);
|
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);
|
scene = abs(scene - c);
|
||||||
}
|
}
|
||||||
|
|
||||||
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
|
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
|
||||||
}
|
}
|
||||||
|
|
|
@ -11,31 +11,31 @@ const float PI = 3.14159265358979323846;
|
||||||
|
|
||||||
|
|
||||||
mat2 rot(float a) {
|
mat2 rot(float a) {
|
||||||
return mat2(
|
return mat2(
|
||||||
cos(a), -sin(a),
|
cos(a), -sin(a),
|
||||||
sin(a), cos(a)
|
sin(a), cos(a)
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
float square(vec2 m, float a, float r, vec2 p) {
|
float square(vec2 m, float a, float r, vec2 p) {
|
||||||
vec2 diff = abs((m - p) * rot(r));
|
vec2 diff = abs((m - p) * rot(r));
|
||||||
float d = max(diff.x, diff.y);
|
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) {
|
void main(void) {
|
||||||
vec2 m = res/2;
|
vec2 m = res/2;
|
||||||
float s = min(m.x, m.y);
|
float s = min(m.x, m.y);
|
||||||
vec2 p = (gl_FragCoord.xy - m) / s;
|
vec2 p = (gl_FragCoord.xy - m) / s;
|
||||||
|
|
||||||
float scene = 0;
|
float scene = 0;
|
||||||
|
|
||||||
int n = 48;
|
int n = 48;
|
||||||
for (int i = 1; i <= n; i++) {
|
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);
|
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);
|
scene = abs(scene - c);
|
||||||
}
|
}
|
||||||
|
|
||||||
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
|
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
|
||||||
}
|
}
|
||||||
|
|
Reference in a new issue