Last active
January 16, 2019 05:52
-
-
Save CedricGuillemet/3fc20701a344ee7fb375c5cd98d8f2e7 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
float val(vec2 p) | |
{ | |
return step(length(p-vec2(0.2,0.7)), 0.2); | |
//return texture(iChannel0, src).r; | |
} | |
float GetTh(vec2 src, float sz) | |
{ | |
float p = val(src); | |
float pul = val(src + vec2(-sz, sz)); | |
float pur = val(src + vec2( sz, sz)); | |
float dnl = val(src + vec2(-sz,-sz)); | |
float dnr = val(src + vec2( sz,-sz)); | |
return max(max(abs(pul-p), abs(pur-p)), max(abs(dnl-p), abs(dnr-p))); | |
} | |
void mainImage(out vec4 fragColor, in vec2 fragCoord) | |
{ | |
vec2 uv = fragCoord/iResolution.xy;// * vec2(1.,iResolution.y/iResolution.x); | |
vec3 col = vec3(0.0); | |
//for(int i = 0;i<6;i++) | |
int i = 5; | |
{ | |
float s = float(i); | |
float d = 1./(s+1.); | |
float sz = 0.5 / pow(2.,s); | |
vec2 p = floor(uv/sz)*sz + vec2(sz); | |
float th = GetTh(p, sz); | |
//if (th < 0.1) | |
{ | |
col = vec3(th);//val(p)); | |
//break; | |
} | |
//col = vec3(p, 0.0); | |
//col = vec3(val(p)); | |
} | |
//col = vec3(val(uv)); | |
fragColor = vec4(col,1.0); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment