Created
April 13, 2020 18:39
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform float u_time; | |
#define PI 3.14159265358979323846 | |
vec2 rotate2D(vec2 _st, float _angle){ | |
_st -= 0.5; | |
_st = mat2(cos(_angle),-sin(_angle), | |
sin(_angle),cos(_angle)) * _st; | |
_st += 0.5; | |
return _st; | |
} | |
vec2 tile(vec2 _st, float _zoom){ | |
_st *= _zoom; | |
return fract(_st); | |
} | |
float box(vec2 _st, vec2 _size, float _smoothEdges){ | |
_size = vec2(0.5)-_size*0.5; | |
vec2 aa = vec2(_smoothEdges*0.5); | |
vec2 uv = smoothstep(_size,_size+aa,_st); | |
uv *= smoothstep(_size,_size+aa,vec2(1.0)-_st); | |
return uv.x*uv.y; | |
} | |
void main(void){ | |
vec2 st = gl_FragCoord.xy/u_resolution.xy; | |
vec3 color = vec3(0.0); | |
float zoom = 10.; | |
float p = u_time; | |
float q = -u_time; | |
if (fract(st.y*zoom*0.5) > 0.5){ | |
p = -u_time; | |
q = u_time; | |
} | |
st = tile(st,zoom); | |
vec2 origSt = st; | |
st = rotate2D(st,PI*0.25+p); | |
vec2 st2 = rotate2D(origSt,PI*0.25+q); | |
color = vec3(box(st,vec2(0.7),0.01) - box(st2,vec2(0.2),0.01)); | |
gl_FragColor = vec4(color,1.0); | |
} |
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