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Shader test bench

RotTile

tangram-procedural-textures pattern glsl runnable fragment MIT
Source
runnable fragment

Complete GLSL fragment shader. Stronghold runs it directly when the browser can compile it.

Code

precision mediump float;
uniform float u_time;
varying vec2 v_texcoord;
#define PI 3.14159265358979323846
#define TWO_PI 6.28318530717958647693

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 rotateTile(vec2 _st){
    _st *= 2.0;

    float index = 0.0;    
    if (fract(_st.x * 0.5) > 0.5){
        index += 1.0;
    }
    if (fract(_st.y * 0.5) > 0.5){
        index += 2.0;
    }

    _st = fract(_st);

    if(index == 1.0){
        _st = rotate2D(_st,PI*0.5);
    } else if(index == 2.0){
        _st = rotate2D(_st,PI*-0.5);
    } else if(index == 3.0){
        _st = rotate2D(_st,PI);
    }

    return _st;
}

// Based on https://www.shadertoy.com/view/4sSSzG
float triangle(vec2 _st, vec2 _p0, vec2 _p1, vec2 _p2, float _smoothness){
  vec3 e0, e1, e2;

  e0.xy = normalize(_p1 - _p0).yx * vec2(+1.0, -1.0);
  e1.xy = normalize(_p2 - _p1).yx * vec2(+1.0, -1.0);
  e2.xy = normalize(_p0 - _p2).yx * vec2(+1.0, -1.0);

  e0.z = dot(e0.xy, _p0) - _smoothness;
  e1.z = dot(e1.xy, _p1) - _smoothness;
  e2.z = dot(e2.xy, _p2) - _smoothness;

  float a = max(0.0, dot(e0.xy, _st) - e0.z);
  float b = max(0.0, dot(e1.xy, _st) - e1.z);
  float c = max(0.0, dot(e2.xy, _st) - e2.z);

  return smoothstep(_smoothness * 2.0, 1e-7, length(vec3(a, b, c)));
}

float box(vec2 _st, vec2 _size){
  _size = vec2(0.5)-_size*0.5;
  vec2 uv = smoothstep(_size,_size+vec2(0.0001),_st);
  uv *= smoothstep(_size,_size+vec2(0.0001),vec2(1.0)-_st);
  return uv.x*uv.y;
}

void main(void){
    vec2 st = v_texcoord;

    st = tile(st,3.0);
    st = rotateTile(st);
    
    float pattern = 0.0;

    // st = rotate2D(st,-PI*u_time*0.25);
    // pattern =   triangle(st, vec2(0.30,-0.5), vec2(0.70,0.-0.5), vec2(0.5,1.0), 0.01);

    pattern =   box(st+vec2(-0.25,0.0),vec2(0.40,0.90)) + 
                box(st+vec2(+0.25,0.0),vec2(0.40,0.90)) ;

    vec3 color = vec3(pattern);

    gl_FragColor = vec4(color,1.0);    
}