Original GLSL keijiro/ShaderSketches/Fragment/Boxes.glsl
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March 10, 2018 17:01
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Boxes.glsl
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#version 150 | |
uniform float time; | |
uniform vec2 resolution; | |
out vec4 fragColor; | |
float circle(vec2 coord, vec2 offs) | |
{ | |
float reso = 16.0; | |
float cw = resolution.x / reso; | |
vec2 p = mod(coord, cw) - cw * 0.5 + offs * cw; | |
vec2 p2 = floor(coord / cw) - offs; | |
vec2 gr = vec2(0.193, 0.272); | |
float tr = time * 2.0; | |
float ts = tr + dot(p2, gr); | |
float sn = sin(tr), cs = cos(tr); | |
p = mat2(cs, -sn, sn, cs) * p; | |
float s = cw * (0.3 + 0.3 * sin(ts)); | |
float d = max(abs(p.x), abs(p.y)); | |
return max(0.0, 1.0 - abs(s - d)); | |
} | |
void main() | |
{ | |
float c = 0.0; | |
for (int i = 0; i < 9; i++) | |
{ | |
float dx = mod(float(i), 3.0) - 1.0; | |
float dy = float(i / 3) - 1.0; | |
c += circle(gl_FragCoord.xy, vec2(dx, dy)); | |
} | |
fragColor = vec4(vec3(min(1.0, c)), 1); | |
} |
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