39 lines
891 B
GLSL
39 lines
891 B
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif uniform vec2 u_resolution;
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uniform float u_time;
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#define PI 3.14159265358979323846
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vec2 rotate2D(vec2 _st, float _angle){
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_st -= 0.5;
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_st = mat2(cos(_angle),-sin(_angle), sin(_angle),cos(_angle)) * _st;
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_st += 0.5;
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return _st;
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}
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vec2 tile(vec2 _st, float _zoom){
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_st *= _zoom;
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return fract(_st);
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}
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vec2 get_st() {
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return gl_FragCoord.xy/min(u_resolution.x, u_resolution.y);
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}
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vec3 line(float width, float angle, vec3 color, vec2 st) {
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float e = 0.003;
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st -= vec2(0.5);
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st *= rotate2D(st, angle);
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return color*((smoothstep(-e-width/2., 0.-width/2., st.x)-smoothstep(0.+width/2., e+width/2., st.x)));
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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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vec3 color = vec3(0.5);
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color += line(0.2, PI, vec3(0.1,0.,0.),st+0.2);
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color += line(.02, 2./PI, vec3(0.9), st);
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gl_FragColor = vec4(color, 1.0);
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}
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