#ifdef GL_ES precision mediump float; #endif #define PI 3.14159265359 #define TWO_PI 6.28318530718 uniform vec2 u_resolution; uniform float u_time; float shape(vec2 st, float n) { st = st*2.-1.; float a = atan(st.x,st.y)+PI; float r = TWO_PI/n; return abs(cos(floor(.5+a/r)*r-a)*length(st)); } float box(vec2 st, vec2 size) { return shape(st*size, 4.); } float rect(vec2 _st, vec2 _size) { _size = vec2(0.5)-_size*0.5; vec2 uv = smoothstep(_size,_size+vec2(1e-4),_st); uv *= smoothstep(_size,_size+vec2(1e-4),vec2(1.0)-_st); return uv.x*uv.y; } float _mix(vec2 pos, float x) { return mix(box(pos, vec2(0.84,1.)),box(pos-vec2(0.03,0.),vec2(1.)), x); } float hex(vec2 st, float a, float b, float c, float d, float e, float f){ st = st*vec2(2.,6.); vec2 fpos = fract(st); vec2 ipos = floor(st); if (ipos.x == 1.0) fpos.x = 1.-fpos.x; if (ipos.y < 1.0) return _mix(fpos ,a); else if (ipos.y < 2.0) return _mix(fpos, b); else if (ipos.y < 3.0) return _mix(fpos, c); else if (ipos.y < 4.0) return _mix(fpos, d); else if (ipos.y < 5.0) return _mix(fpos, e); else if (ipos.y < 6.0) return _mix(fpos, f); return 0.0; } float hex(vec2 st, float n) { float b[6]; float remain = floor(mod(n,64.)); for(int i = 0; i < 6; i++){ b[i] = 0.0; b[i] = step(1.0,mod(remain,2.)); remain = ceil(remain/2.); } return hex(st,b[0],b[1],b[2],b[3],b[4],b[5]); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st.y *= u_resolution.y/u_resolution.x; st *= 10.0; vec2 fpos = fract(st); vec2 ipos = floor(st); float t = u_time*10.0; float df = 1.0; df = hex(fpos,ipos.x+ipos.y+t)+(1.0-rect(fpos,vec2(0.7))); gl_FragColor = vec4(mix(vec3(0.17),vec3(238./255., 220./255., 190./255.),step(0.7,df)),1.0); }