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Shader test bench
Wave
runnable fragment
Complete GLSL fragment shader. Stronghold runs it directly when the browser can compile it.
Code
precision mediump float;
varying vec2 v_texcoord;
#define PI 3.14159265358979323846
float plotX(vec2 _st, float _pct,float _antia){
return smoothstep( _pct-_antia, _pct, _st.x) -
smoothstep( _pct, _pct+_antia, _st.x);
}
float plotY(vec2 _st, float _pct,float _antia){
return smoothstep( _pct-_antia, _pct, _st.y) -
smoothstep( _pct, _pct+_antia, _st.y);
}
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 tile(vec2 _st, float _zoom){
_st *= _zoom;
return fract(_st);
}
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 = v_texcoord;
st = mirrorTile(st,5.0);
vec3 color = vec3(fillY(st,0.5+sin(st.x*PI*2.0)*0.45,0.02));
gl_FragColor = vec4( color, 1.0 );
}