basic: added distance field example; utils: added polygon shape drawer
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21
basic/distance_field.glsl
Normal file
21
basic/distance_field.glsl
Normal file
@@ -0,0 +1,21 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0);
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float d = 0.0;
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// Remap the space to -1. to 1.
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st = st *2.-1.;
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// Make the distance field
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d = length(st)+length(min(st,0.))+length(max(st,0.));
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// Visualize the distance field
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gl_FragColor = vec4(vec3(fract(d*10.0)),1.0);
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}
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@@ -4,3 +4,19 @@ vec3 circle(in vec2 _st, in float _radius, vec3 color){
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_radius+(_radius*0.02),
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dot(dist,dist)*4.0);
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}
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// Inspired by (but modified)
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// http://thndl.com/square-shaped-shaders.html
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#define TAU 6.28318530718
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vec3 polygon(int n, float size, vec2 pos, vec3 color, float rot) {
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float e = 0.01;
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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st = (st-pos)*2.;
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float a = atan(st.x,st.y)+rot;
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float r = TAU/float(n);
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float d = cos(floor(.5+a/r)*r-a)*length(st);
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return color-smoothstep(size-e,size+e,d);
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}
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