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Ornament4.frag
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Ornament4.frag
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/* Main function, uniforms & utils */
#ifdef GL_ES
precision highp float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define HALF_PI 1.5707963267948966
#define PI 3.14159265358979323846
#define TWO_PI 6.28318530718
/* Coordinate and unit utils */
vec2 coord(in vec2 p) {
p = p / u_resolution.xy;
// correct aspect ratio
if (u_resolution.x > u_resolution.y) {
p.x *= u_resolution.x / u_resolution.y;
p.x += (u_resolution.y - u_resolution.x) / u_resolution.y / 2.0;
} else {
p.y *= u_resolution.y / u_resolution.x;
p.y += (u_resolution.x - u_resolution.y) / u_resolution.x / 2.0;
}
// centering
p -= 0.5;
p *= vec2(-1.0, 1.0);
return p;
}
#define rx 1.0 / min(u_resolution.x, u_resolution.y)
#define uv gl_FragCoord.xy / u_resolution.xy
#define st coord(gl_FragCoord.xy)
#define mx coord(u_mouse)
/* Color palette */
#define BLACK vec3(0.0, 0.0, 0.0)
#define WHITE vec3(1.0, 1.0, 1.0)
#define RED vec3(1.0, 0.0, 0.0)
#define GREEN vec3(0.0, 1.0, 0.0)
#define BLUE vec3(0.0, 0.0, 1.0)
#define YELLOW vec3(1.0, 1.0, 0.0)
#define CYAN vec3(0.0, 1.0, 1.0)
#define MAGENTA vec3(1.0, 0.0, 1.0)
#define ORANGE vec3(1.0, 0.5, 0.0)
#define PURPLE vec3(1.0, 0.0, 0.5)
#define LIME vec3(0.5, 1.0, 0.0)
#define ACQUA vec3(0.0, 1.0, 0.5)
#define VIOLET vec3(0.5, 0.0, 1.0)
#define AZUR vec3(0.0, 0.5, 1.0)
/* Signed distance drawing methods */
float fill(in float d) { return 1.0 - smoothstep(0.0, rx * 2.0, d); }
float stroke(in float d, in float t) { return 1.0 - smoothstep(t - rx * 1.5, t + rx * 1.5, abs(d)); }
vec3 draw(in sampler2D t, in vec2 pos, in vec2 w) { vec2 s = w / 1.0; s.x *= -1.0; return texture2D(t, pos / s + 0.5).rgb; }
/* Field Adapted from https://www.shadertoy.com/view/XsyGRW */
vec3 field(float d) {
vec3 c1 = mix(WHITE, YELLOW, 0.4);
vec3 c2 = mix(WHITE, AZUR, 0.7);
vec3 c3 = mix(WHITE, ORANGE, 0.9);
vec3 c4 = BLACK;
float d0 = abs(stroke(mod(d + 0.1, 0.2) - 0.1, 0.004));
float d1 = abs(stroke(mod(d + 0.025, 0.05) - 0.025, 0.004));
float d2 = abs(stroke(d, 0.004));
float f = clamp(d * 0.85, 0.0, 1.0);
vec3 gradient = mix(c1, c2, f);
gradient = mix(gradient, c4, 1.0 - clamp(1.25 - d * 0.25, 0.0, 1.0));
gradient = mix(gradient, c3, fill(d));
gradient = mix(gradient, c4, max(d2 * 0.85, max(d0 * 0.25, d1 * 0.06125)) * clamp(1.25 - d, 0.0, 1.0));
return gradient;
}
/* Shape 2D line */
float sLine(in vec2 a, in vec2 b) {
vec2 p = b - a;
float d = abs(dot(normalize(vec2(p.y, -p.x)), a));
return d * 2.0;
}
float line(in vec2 a, in vec2 b) {
float d = sLine(a, b);
return fill(d);
}
float line(in vec2 a, in vec2 b, in float t) {
float d = sLine(a, b);
return stroke(d, t);
}
float line(in vec2 p, in float a, in float t) {
vec2 b = p + vec2(sin(a), cos(a));
return line(p, b, t);
}
/* Tiling function */
vec2 tile(in vec2 p, vec2 w) { return fract(mod(p + w / 2.0, w)) - (w / 2.0); }
vec2 tile(in vec2 p, float w) { return tile(p, vec2(w)); }
/* Shape 2D segment */
float sSegment(in vec2 a, in vec2 b) {
vec2 ba = a - b;
float d = clamp(dot(a, ba) / dot(ba, ba), 0.0, 1.0);
return length(a - ba * d) * 2.0;
}
float segment(in vec2 a, in vec2 b, float t) {
float d = sSegment(a, b);
return stroke(d, t);
}
/* Shape 2D grid */
float grid(in vec2 p, in float w) {
vec2 l = tile(p, w);
float d = 0.0;
d += line(l, l + vec2(0.0, 0.1), 0.002);
d += line(l, l + vec2(0.1, 0.0), 0.002);
d *= 0.2;
p = tile(p, vec2(w * 5.0));
float s = w / 10.0;
float g = 0.0;
g += segment(p + vec2(-s, 0.0), p + vec2(s, 0.0), 0.004);
g += segment(p + vec2(0.0, -s), p + vec2(0.0, s), 0.004);
return d + g;
}
/* Band Motive Segments */
float bandMotive2Segments(in vec2 p, in float w) {
float s = 0.0;
s += segment(p + vec2(0.0, 0.0), p + vec2(0.1, -0.1), w);
s += segment(p + vec2(0.1, -0.1), p + vec2(0.2, 0.0), w);
return s;
}
float bandMotive4Segments(in vec2 p, in float w) {
float s = 0.0;
s += segment(p + vec2(0.0, 0.0), p + vec2(0.2, -0.1), w);
p.x -= 0.2;
s += segment(p + vec2(0.2, -0.1), p + vec2(0.4, 0.0), w);
return s;
}
/* Borders */
float borders(in vec2 p, in float w) {
float m = 0.0;
m += segment(p + vec2(0.0, 0.01), p + vec2(1.0, 0.01), w);
m += segment(p + vec2(0.0, -0.1 - 0.01), p + vec2(1.0, -0.1 - 0.01), w);
return m;
}
/* Band Motives */
float bandMotive1(in vec2 p, in vec2 q, in float w) {
float s = 0.0;
float oddX = mod(p.x, q.x * 2.);
float evenX = mod(p.x + q.x, q.x * 2.);
s += segment(vec2(oddX - q.x, p.y),
vec2(oddX, p.y), w);
s += segment(vec2(oddX, p.y),
vec2(oddX, p.y - q.y), w);
s += segment(vec2(evenX - q.x, p.y - q.y),
vec2(evenX, p.y - q.y), w);
s += segment(vec2(evenX, p.y),
vec2(evenX, p.y - q.y), w);
return s;
}
float bandMotive2(in vec2 p, in float w) {
p.x -= 0.5;
float m = 0.0;
for (int i = 0; i < 6; i++) {
m += bandMotive2Segments(vec2(p.x + float(i) * 0.2, p.y), w);
}
m += borders(p, w);
return m;
}
float bandMotive3(in vec2 p, in float w) {
float m = 0.0;
m += bandMotive2(p, w);
p.y -= 0.1;
p.y *= -1.0;
m += bandMotive2(p, w);
return m;
}
float bandMotive4(in vec2 p, in float w) {
p.x -= 0.5;
float m = 0.0;
for (int i = 0; i < 6; i++) {
m += bandMotive4Segments(vec2(p.x + float(i) * 0.2, p.y), w);
}
m += borders(p, w);
return m;
}
void main() {
vec2 p = st;
// vec2 p = vec2(st.x - abs((u_time / 2.)), st.y);
vec3 color = vec3(0.0);
color += grid(p, .1);
float width = 0.0035;
// 1
p.y -= 0.2;
color += bandMotive1(p, vec2(0.1, 0.2), width);
// 2
p.y += 0.3;
color += bandMotive1(p, vec2(0.2, 0.2), width);
// color -= bandMotive1(p, vec2(0.1), width);
// p.x += 0.1;
// color += bandMotive1(p, vec2(0.2, 0.1), width);
// // 3
// p.y += 0.2;
// color += bandMotive3(p, width);
// // 3b
// p.y += 0.2;
// color += bandMotive3(p, width);
// p.x -= 0.05;
// color += bandMotive3(p, width);
// p.x += 0.05;
// // 4
// p.y += 0.2;
// color += bandMotive4(p, width);
// // 4b
// p.y += 0.2;
// color += bandMotive4(p, width);
// p.x -= 0.1;
// color += bandMotive4(p, width);
gl_FragColor = vec4(color, 1.0);
}