Created
September 7, 2019 19:02
-
-
Save programaths/0f9122a574b1cfabbc3d81d1938bbd11 to your computer and use it in GitHub Desktop.
Very simple shader showing how to compose a figure and have layers
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
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform vec2 u_mouse; | |
uniform float u_time; | |
vec2 rotate(vec2 v, float a) { | |
float s = sin(a); | |
float c = cos(a); | |
mat2 m = mat2(c, -s, s, c); | |
return m * v; | |
} | |
void main() { | |
vec2 uv = gl_FragCoord.xy/u_resolution.xy; | |
vec2 UV = uv; | |
uv = uv - vec2(0.470,0.660); | |
float mask = 1.0; | |
uv = rotate(uv,2.878*2.); | |
float x = uv.x; | |
float y = uv.y; | |
mask = step(-0.092,x)*(1.-step(0.380,x))*step(-0.244,y)*(1.-step(0.140,y)); | |
vec3 r1=mask*vec3(1.,0.,0.); | |
uv = UV - vec2(0.530,0.560); | |
uv = rotate(uv,0.016*2.); | |
x = uv.x; | |
y = uv.y; | |
float r2Mask = step(-0.308,x)*(1.-step(0.244,x))*step(-0.276,y)*(1.-step(0.116,y)); | |
mask +=r2Mask; | |
vec3 r2=r2Mask*vec3(0.,1.,0.); | |
gl_FragColor =vec4(vec3(mask)*(r1*(1.-r2Mask)+r2),1.0); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment