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Shader test bench
RotTile
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);
}