basic: added moving tiles example
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54
basic/moving_tiles.glsl
Normal file
54
basic/moving_tiles.glsl
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#ifdef GL_ES
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precision mediump float;
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#endif
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const float PI = 3.1415926535897932384626433832795;
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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vec2 movingTiles(vec2 _st, float _zoom, float _speed) {
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_st *= _zoom;
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float time = u_time*_speed;
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if(fract(time)>0.5){
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if (fract( _st.y * 0.5) > 0.5) _st.x += fract(time)*2.0;
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else _st.x -= fract(time)*2.0;
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} else {
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if (fract(_st.x * 0.5) > 0.5) _st.y += fract(time)*2.0;
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else _st.y -= fract(time)*2.0;
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}
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return fract(_st);
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}
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float circle(vec2 _st, float _radius) {
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vec2 pos = vec2(0.5)-_st;
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return smoothstep(1.0-_radius,1.0-_radius+_radius*0.2,1.-dot(pos,pos)*3.14);
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}
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vec2 brickTile(vec2 _st, float _zoom) {
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_st *= _zoom;
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_st.x += step(1., mod(_st.y,2.0)) * 0.5;
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return fract(_st);
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}
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float box(vec2 _st, vec2 _size) {
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_size = vec2(0.5)-_size*0.5;
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vec2 uv = smoothstep(_size,_size+vec2(1e-4),_st);
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uv *= smoothstep(_size,_size+vec2(1e-4),vec2(1.0)-_st);
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return uv.x*uv.y;
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}
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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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st = movingTiles(st,10.,0.5);
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st = brickTile(st, 0.5);
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vec3 color = vec3(1.0-box(st, vec2(abs(sin(u_time))*0.8+0.1)));
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gl_FragColor = vec4(color,1.0);
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}
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