Created
May 16, 2013 17:40
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// XOR'd carpets | |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
bool hit(vec2 p) | |
{ | |
float direction = -.1; // -1.0 to zoom out | |
ivec2 sectors; | |
const int lim = 5; | |
vec2 coordIter = p / pow(3.0, mod(direction*time, 1.0)); | |
for (int i=0; i < lim; i++) { | |
sectors = ivec2(floor(coordIter.xy * 3.0)); | |
if (sectors.x == 1 && sectors.y == 1) { | |
// make a hole | |
return false; | |
} else { | |
// map current sector to whole carpet | |
coordIter.xy = coordIter.xy * 3.0 - vec2(sectors.xy); | |
} | |
} | |
return true; | |
} | |
void main(void) | |
{ | |
vec2 coordOrig = abs(gl_FragCoord.xy / resolution.xy-0.5); | |
coordOrig.y *= resolution.y / resolution.x; | |
coordOrig = mod(coordOrig, 1.0); | |
vec4 color = vec4(1.0); | |
for(float i = 0.; i < 4.; i++) { | |
if (hit(i*0.1+coordOrig)) | |
color = 1.0 - color; | |
} | |
gl_FragColor = color; | |
} | |
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