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tiledTruchetPattern_weird_2.frag
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tiledTruchetPattern_weird_2.frag
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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265358979323846
uniform vec2 u_resolution;
uniform float u_time;
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);
}
vec2 rotateTilePattern(vec2 _st){
// Scale the coordinate system by 2x2
_st *= 2.0;
// Give each cell an index number
// according to its position
float index = 0.0;
index += step(1., mod(_st.x,2.0));
index += step(1., mod(_st.y,2.0))*2.0;
// |
// 2 | 3
// |
//--------------
// |
// 0 | 1
// |
// Make each cell between 0.0 - 1.0
_st = fract(_st);
// Rotate each cell according to the index
if(index == 1.0){
// Rotate cell 1 by 90 degrees
_st = rotate2D(_st,PI*0.5);
} else if(index == 2.0){
// Rotate cell 2 by -90 degrees
_st = rotate2D(_st,PI*-0.5);
} else if(index == 3.0){
// Rotate cell 3 by 180 degrees
_st = rotate2D(_st,PI);
}
return _st;
}
float concentricCircles(in vec2 st, in vec2 radius, in float resolution, in float scale) {
float dist = distance(st,radius);
float pct = floor(dist);
return pct;
}
void main (void) {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
// st = rotateTilePattern(st);
float dist = distance(st,vec2(0.5,0.5));
st = tile(st,dist);
st = rotateTilePattern(st);
// Make more interesting combinations
st = tile(st,2.0);
st = rotate2D(st,-PI*u_time*dist*10.0);
// st = rotateTilePattern(st*2.);
// st = rotate2D(st,PI*u_time*0.25);
// step(st.x,st.y) just makes a b&w triangles
// but you can use whatever design you want.
gl_FragColor = vec4(vec3(concentricCircles(st, vec2(0.0,0.0), 5.0, 10.0)),1.0);
}