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August 11, 2023 13:59
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TruchetTiling.glsl
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#version 300 es | |
#ifdef GL_FRAGMENT_PRECISION_HIGH | |
precision highp float; | |
#else | |
precision mediump float; | |
#endif | |
out vec4 outColor; | |
uniform vec2 resolution; | |
uniform float time; | |
const float PI=acos(-1.); | |
#define remap(x,a,b,c,d) ((c)+((d)-(c))*((x)-(a))/((b)-(a))) | |
#define remapc(x,a,b,c,d) clamp(remap(x,a,b,c,d),min(c,d),max(c,d)) | |
// Hash without Sine | |
// MIT License... | |
/* Copyright (c)2014 David Hoskins. | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all | |
copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
SOFTWARE.*/ | |
//---------------------------------------------------------------------------------------- | |
// 1 out, 1 in... | |
float hash11(float p) | |
{ | |
p = fract(p * .1031); | |
p *= p + 33.33; | |
p *= p + p; | |
return fract(p); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 1 out, 2 in... | |
float hash12(vec2 p) | |
{ | |
vec3 p3 = fract(vec3(p.xyx) * .1031); | |
p3 += dot(p3, p3.yzx + 33.33); | |
return fract((p3.x + p3.y) * p3.z); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 1 out, 3 in... | |
float hash13(vec3 p3) | |
{ | |
p3 = fract(p3 * .1031); | |
p3 += dot(p3, p3.zyx + 31.32); | |
return fract((p3.x + p3.y) * p3.z); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 1 out 4 in... | |
float hash14(vec4 p4) | |
{ | |
p4 = fract(p4 * vec4(.1031, .1030, .0973, .1099)); | |
p4 += dot(p4, p4.wzxy+33.33); | |
return fract((p4.x + p4.y) * (p4.z + p4.w)); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 2 out, 1 in... | |
vec2 hash21(float p) | |
{ | |
vec3 p3 = fract(vec3(p) * vec3(.1031, .1030, .0973)); | |
p3 += dot(p3, p3.yzx + 33.33); | |
return fract((p3.xx+p3.yz)*p3.zy); | |
} | |
//---------------------------------------------------------------------------------------- | |
/// 2 out, 2 in... | |
vec2 hash22(vec2 p) | |
{ | |
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973)); | |
p3 += dot(p3, p3.yzx+33.33); | |
return fract((p3.xx+p3.yz)*p3.zy); | |
} | |
//---------------------------------------------------------------------------------------- | |
/// 2 out, 3 in... | |
vec2 hash23(vec3 p3) | |
{ | |
p3 = fract(p3 * vec3(.1031, .1030, .0973)); | |
p3 += dot(p3, p3.yzx+33.33); | |
return fract((p3.xx+p3.yz)*p3.zy); | |
} | |
vec2 rot(vec2 p,float a) | |
{ | |
float c=cos(a),s=sin(a); | |
return mat2(c,-s,s,c)*p; | |
} | |
float sdSeg(vec2 p, vec2 a, vec2 b ) { vec2 pa = p-a, ba = b-a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); return length( pa - ba*h ); } | |
const float div=6.; | |
const float off=.5/div; | |
vec2 divf(vec2 uv) | |
{ | |
return fract(uv*div); | |
} | |
vec2 divi(vec2 uv) | |
{ | |
return floor(uv*div); | |
} | |
vec2 tci(vec2 uv) | |
{ | |
return round(uv*2.)*.5; | |
} | |
const float w=.1; | |
const float r=.3; | |
float q0(vec2 uv) | |
{ | |
float c=0.; | |
c+=smoothstep(r,r*.9,length(uv)); | |
return c; | |
} | |
float q1(vec2 uv,vec2 p0) | |
{ | |
float c=0.; | |
vec2 anc=p0*(w*2.+r); | |
c+=smoothstep(r,r*.9,length(uv-anc)); | |
float d=sdSeg(uv,anc,p0); | |
c+=smoothstep(w,w*.9,d); | |
return c; | |
} | |
float q2(vec2 uv,vec2 p0,vec2 p1) | |
{ | |
float c=0.; | |
float co=abs(dot(p0,p1)); | |
if(co>.5) | |
{ | |
float d=sdSeg(uv,p0,p1); | |
c+=smoothstep(w,w*.9,d); | |
} | |
else | |
{ | |
vec2 anc=p0+p1; | |
c+=smoothstep(w,w*.9,abs(length(uv-anc)-1.)); | |
} | |
return c; | |
} | |
void main(void) { | |
vec2 fc=gl_FragCoord.xy,res=resolution.xy; | |
vec2 uv=fc/res; | |
vec2 suv=(fc*2.-res)/res.x; | |
suv.y+=time*.5; | |
vec2 uvf=divf(suv); | |
vec2 uvi=divi(suv); | |
vec2 cen=uvi+.5; | |
const vec2[4] dir = vec2[4](vec2(1,0),vec2(0,1),vec2(-1,0),vec2(0,-1)); | |
vec2[4] quv; | |
int co=0; | |
float th=mix(.2,.8,sin(time)*.5+.5); | |
for(int i=0;i<4;i++) | |
{ | |
vec2 id=tci(cen+dir[i]*.5); | |
if(hash12(id)<th)quv[co++]=dir[i]; | |
} | |
vec2 sm=smoothstep(.45,.5,abs(uvf-.5)); | |
float c=dot(vec2(1),sm); | |
vec2 p=uvf*2.-1.; | |
if(co==0)c+=q0(p); | |
if(co==1)c+=q1(p,quv[0]); | |
if(co==2)c+=q2(p,quv[0],quv[1]); | |
if(co==3) | |
{ | |
if(hash12(cen+.42)<.5) | |
c+=q1(p,quv[0]),c+=q2(p,quv[1],quv[2]); | |
else | |
c+=q1(p,quv[1]),c+=q2(p,quv[0],quv[2]); | |
} | |
if(co==4) | |
{ | |
if(hash12(cen)<.5) | |
c+=q2(p,quv[0],quv[1]),c+=q2(p,quv[2],quv[3]); | |
else | |
c+=q2(p,quv[0],quv[2]),c+=q2(p,quv[1],quv[3]); | |
} | |
outColor = vec4(c,c,c, 1.0); | |
} |
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