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thebookofshaders/09/mirrortiles.frag

49 lines
1.4 KiB
GLSL

// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
#ifdef GL_ES
precision mediump float;
#endif
// Copyright (c) Patricio Gonzalez Vivo, 2015 - http://patriciogonzalezvivo.com/
// I am the sole copyright owner of this Work.
//
// You cannot host, display, distribute or share this Work in any form,
// including physical and digital. You cannot use this Work in any
// commercial or non-commercial product, website or project. You cannot
// sell this Work and you cannot mint an NFTs of it.
// I share this Work for educational purposes, and you can link to it,
// through an URL, proper attribution and unmodified screenshot, as part
// of your educational material. If these conditions are too restrictive
// please contact me and we'll definitely work it out.
#define PI 3.14159265358979323846
uniform vec2 u_resolution;
uniform float u_time;
float fillX(vec2 _st, float _pct,float _antia){
return smoothstep( _pct-_antia, _pct, _st.x);
}
float fillY(vec2 _st, float _pct,float _antia){
return smoothstep( _pct-_antia, _pct, _st.y);
}
vec2 mirrorTile(vec2 _st, float _zoom){
_st *= _zoom;
if (fract(_st.y * 0.5) > 0.5){
_st.y = 1.0-_st.y;
}
return fract(_st);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(0.0);
st = mirrorTile(st,5.0);
color = vec3(fillY(st,0.5+sin(st.x*PI*2.0)*0.45,0.02));
gl_FragColor = vec4( color, 1.0 );
}