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#import <gradients> | |
#import <sdf> | |
using namespace std; | |
// Entry point of the shader code asset // | |
// @param[default=#00FFFFFF] colorl | |
// @param[default=#0000C0FF] color2 | |
// @param[default=5.0,min=4.0,max=9.0] armCount | |
// @return color | |
vec4 main(vec4 colorl, vec4 color2, float armCount){ | |
float time = sin(getTime()/0.9); | |
vec2 uv = fragment(getVertexTexCoord()); | |
vec4 color = mix(colorl, color2, gradientHorizontal(uv)); | |
auto sdf = sdfStarSharp(vec2(0.5, 0.5), 0.25, 0.50, floor(armCount)); | |
auto sdfR = sdfTwist(sdf, vec2(.5, .5), time); | |
auto sdfRR = sdfRotationalRepeat(sdfR, vec2(.5, .5), .033, 7.); | |
auto sdfU = sdfSmoothUnion(sdfR,sdfRR, 0.2); | |
float dist = sdfU(uv); | |
float edge = fwidth(dist); | |
float alpha = smoothstep(-edge, +edge, dist); | |
return mix(color, color.rgb0, alpha); | |
} |
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