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Copy path21_the_mountain.frag
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21_the_mountain.frag
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uniform vec2 u_resolution;
float stroke(float x, float s, float w){
float d = step(s, x + w * .5) - step(s, x - w * .5);
return clamp(d, 0., 1.);
}
float circleSDF(vec2 st){
return length(st - .5) * 2.;
}
float fill(float x, float size){
return 1. - step(size, x);
}
float triSDF(vec2 st){
st = (st * 2. -1.) * 2.;
return max(abs(st.x) * 0.866025 + st.y * 0.5, -st.y * 0.5);
}
float rectSDF(vec2 st, vec2 s){
st = st * 2. - 1.;
return max( abs(st.x / s.x), abs(st.y / s.y) );
}
vec2 rotate(vec2 st, float a){
st = mat2(cos(a), -sin(a), sin(a), cos(a)) * (st -.5);
return st + .5;
}
void main() {
vec3 color = vec3(0.);
vec2 st = gl_FragCoord.xy / u_resolution;
st = rotate(st, radians(-45.));
float off = .12;
vec2 s = vec2(1.);
color += fill(rectSDF(st + off, s), .2);
color += fill(rectSDF(st - off, s), .2);
float r = rectSDF(st, s);
color *= step(.33, r);
color += fill(r, .3);
gl_FragColor = vec4(color, 1.);
}