basic: added tiled animation
This commit is contained in:
42
basic/tiled_animation.glsl
Normal file
42
basic/tiled_animation.glsl
Normal file
@@ -0,0 +1,42 @@
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time;
|
||||
|
||||
#define PI 3.14159265358979323846
|
||||
|
||||
vec2 rotate2D(vec2 _st, float _angle){
|
||||
_st -= 0.5;
|
||||
_st = mat2(cos(_angle),-sin(_angle),
|
||||
sin(_angle),cos(_angle)) * _st;
|
||||
_st += 0.5;
|
||||
return _st;
|
||||
}
|
||||
|
||||
vec2 tile(vec2 _st, float _zoom){
|
||||
_st *= _zoom;
|
||||
return fract(_st);
|
||||
}
|
||||
|
||||
float box(vec2 _st, vec2 _size, float _smoothEdges){
|
||||
_size = vec2(0.5)-_size*0.5;
|
||||
vec2 aa = vec2(_smoothEdges*0.5);
|
||||
vec2 uv = smoothstep(_size,_size+aa,_st);
|
||||
uv *= smoothstep(_size,_size+aa,vec2(1.0)-_st);
|
||||
return uv.x*uv.y;
|
||||
}
|
||||
|
||||
void main(void){
|
||||
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
||||
vec3 color = vec3(0.0);
|
||||
|
||||
st = tile(st,4.);
|
||||
st = rotate2D(st,PI*0.25);
|
||||
|
||||
color = vec3(box(st*(sin(u_time)),vec2(0.7),0.01));
|
||||
color += vec3(st*(sin(u_time)),0.0);
|
||||
|
||||
gl_FragColor = vec4(color,1.0);
|
||||
}
|
Reference in New Issue
Block a user