|
| 1 | +// Frag shader creates tiles for wave function collapse |
| 2 | + |
| 3 | +#ifdef GL_ES |
| 4 | +precision mediump float; |
| 5 | +#endif |
| 6 | + |
| 7 | +// Pass in uniforms from the sketch.js file |
| 8 | +uniform vec2 u_resolution; |
| 9 | +uniform float iTime; |
| 10 | +uniform vec2 iMouse; |
| 11 | +uniform float iFrame; |
| 12 | +//uniform sampler2D tex0; |
| 13 | + |
| 14 | +#define S smoothstep |
| 15 | +#define CG colorGradient |
| 16 | +#define PI 3.14159 |
| 17 | +#define YELLOW vec3(252,236,82)/255. |
| 18 | +#define RASPBERRY vec3(230,40,179)/255. |
| 19 | +#define BLUE vec3(49,133, 252)/255. |
| 20 | +#define GREEN vec3(75,198,185)/255. |
| 21 | +#define DARK vec3(64,63,76)/255. |
| 22 | + |
| 23 | +vec3 colorGradient(vec2 uv, vec3 col1, vec3 col2, float m) { |
| 24 | + float k = uv.y*m + m; |
| 25 | + vec3 col = mix(col1, col2, k); |
| 26 | + return col; |
| 27 | +} |
| 28 | + |
| 29 | +// Rotation matrix |
| 30 | +mat2 Rot(float a) { |
| 31 | + float s=sin(a), c=cos(a); |
| 32 | + return mat2(c, -s, s, c); |
| 33 | +} |
| 34 | + |
| 35 | +// Copied from Inigo Quilez |
| 36 | +float sdSegment( vec2 uv, vec2 a, vec2 b) { |
| 37 | + vec2 pa = uv-a, ba = b-a; |
| 38 | + float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); |
| 39 | + return length( pa-ba*h ); |
| 40 | +} |
| 41 | + |
| 42 | +// Shape functions from Inigo Quilez |
| 43 | +float sdBox( vec2 uv, vec2 b ) |
| 44 | +{ |
| 45 | + vec2 d = abs(uv)-b; |
| 46 | + return length(max(d,0.0)) + min(max(d.x,d.y),0.0); |
| 47 | +} |
| 48 | + |
| 49 | +float sdCircle( vec2 uv, float r) { |
| 50 | + return length(uv) - r; |
| 51 | +} |
| 52 | +float ndot(vec2 a, vec2 b ) { return a.x*b.x - a.y*b.y; } |
| 53 | +float sdRhombus( vec2 uv, vec2 b ) |
| 54 | +{ |
| 55 | + uv = abs(uv); |
| 56 | + float h = clamp( ndot(b-2.0*uv,b)/dot(b,b), -1.0, 1.0 ); |
| 57 | + float d = length( uv-0.5*b*vec2(1.0-h,1.0+h) ); |
| 58 | + return d * sign( uv.x*b.y + uv.y*b.x - b.x*b.y ); |
| 59 | +} |
| 60 | + |
| 61 | + |
| 62 | +float Arc( vec2 uv, float r1, float r2) { |
| 63 | + return abs(sdCircle(uv, r1)) - r2; |
| 64 | +} |
| 65 | + |
| 66 | +// From Inigo Quilez |
| 67 | +float sdRoundedBox( vec2 uv, vec2 b, vec4 r) { |
| 68 | + r.xy = (uv.x>0.0) ? r.xy : r.zw; |
| 69 | + r.x = (uv.y>0.0) ? r.x : r.y; |
| 70 | + vec2 q = abs(uv) - b + r.x; |
| 71 | + return min( max(q.x, q.y), 0.0) + length(max(q, 0.0) ) - r.x; |
| 72 | +} |
| 73 | + |
| 74 | +vec3 sdTrack( vec2 uv, float r, vec3 col) { |
| 75 | + vec2 gv = uv; |
| 76 | + vec2 st = uv; |
| 77 | + vec2 md = uv; |
| 78 | + uv.y = abs(uv.y); |
| 79 | + float s1 = abs(sdRoundedBox( uv - vec2(.4, .4), vec2(.3, .3), vec4(.175, .175, .175, .25)) ) - r; |
| 80 | + float m1 = S(.008, .0, s1); |
| 81 | + float s2 = abs(sdRoundedBox( uv - vec2(.45, .45), vec2(.3, .3), vec4(.175, .175, .175, .22)) ) - r; |
| 82 | + float m2 = S(.008, .0, s2); |
| 83 | + float s3 = sdBox((Rot(PI* 3./4.)*(md - vec2(.195, .195)) - vec2(.0, .0)), vec2(.01, .05) ); |
| 84 | + float m3 = S(.008, .0, s3); |
| 85 | + float s4 = sdBox((Rot(PI* 13./16.)*(uv - vec2(.25, .15)) - vec2(.0, .0)), vec2(.01, .05) ); |
| 86 | + float m4 = S(.008, .0, s4); |
| 87 | + float s5 = sdBox((Rot(PI* 15./16.)*(uv - vec2(.32, .13)) - vec2(.0, .0)), vec2(.01, .05) ); |
| 88 | + float m5 = S(.008, .0, s5); |
| 89 | + gv.x = abs(gv.x); |
| 90 | + float s6 = sdBox((uv - vec2(.46, .125)), vec2(.01, .05) ); |
| 91 | + float m6 = S(.008, .0, s6); |
| 92 | + float s7 = sdBox((uv - vec2(.39, .125)), vec2(.01, .05) ); |
| 93 | + float m7 = S(.008, .0, s7); |
| 94 | + float s8 = sdBox((Rot(PI* 1./4.)*(md - vec2(.195, -.195)) - vec2(.0, .0)), vec2(.01, .05) ); |
| 95 | + float m8 = S(.008, .0, s8); |
| 96 | + float s9 = sdBox((Rot(PI* 11./16.)*(uv - vec2(.15, .25)) - vec2(.0, .0)), vec2(.01, .05) ); |
| 97 | + float m9 = S(.008, .0, s9); |
| 98 | + float s10 = sdBox((Rot(PI* 9.5/16.)*(uv - vec2(.13, .32)) - vec2(.0, .0)), vec2(.01, .05) ); |
| 99 | + float m10 = S(.008, .0, s10); |
| 100 | + float s11 = sdBox((vec2(gv.x, uv.y) - vec2(.125, .46)), vec2(.05, .01) ); |
| 101 | + float m11 = S(.008, .0, s11); |
| 102 | + float s12 = sdBox((vec2(gv.x, uv.y) - vec2(.125, .39)), vec2(.05, .01) ); |
| 103 | + float m12 = S(.008, .0, s12); |
| 104 | + st.y = abs(st.y); |
| 105 | + // Straight train tracks |
| 106 | + float s13 = sdBox(uv - vec2(-.15, 0.), vec2(.001, 1.)); |
| 107 | + float m13 = S(.008, .0, s13); |
| 108 | + float s14 = sdBox(uv - vec2(-.10, 0.), vec2(.001, 1.)); |
| 109 | + float m14 = S(.008, .0, s14); |
| 110 | + float s15 = sdBox((st - vec2(-.125, .04)), vec2(.05, .01) ); |
| 111 | + float m15 = S(.008, .0, s15); |
| 112 | + float s16 = sdBox((st - vec2(-.125, .11)), vec2(.05, .01) ); |
| 113 | + float m16 = S(.008, .0, s16); |
| 114 | + float s17 = sdBox((st - vec2(-.125, .18)), vec2(.05, .01) ); |
| 115 | + float m17 = S(.008, .0, s17); |
| 116 | + float s18 = sdBox((st - vec2(-.125, .25)), vec2(.05, .01) ); |
| 117 | + float m18 = S(.008, .0, s18); |
| 118 | + float s19 = sdBox((st - vec2(-.125, .32)), vec2(.05, .01) ); |
| 119 | + float m19 = S(.008, .0, s19); |
| 120 | + float m = m1 + m2 + m3 + m4 + m5 + m6 + m7 + m8 + m9 + m10 |
| 121 | + + m11 + m12 + m13 + m14 + m15 + m16 + m17 + m18 + m19; |
| 122 | + return m * col; |
| 123 | +} |
| 124 | + |
| 125 | +float sdT( vec2 uv, float width) { |
| 126 | + vec2 gv = uv * 8.; |
| 127 | + float s1 = sdBox( gv - vec2(2., 0.), vec2(2.0, width) ); |
| 128 | + float m1 = S(.008, .0, s1); |
| 129 | + float s2 = sdBox(gv- vec2(0.,0.), vec2(width, 5.)); |
| 130 | + float m2 = S(.008, .0, s2); |
| 131 | + return max(m1, m2); |
| 132 | +} |
| 133 | + |
| 134 | +vec3 circleTile( vec2 uv, vec3 col1, vec3 col2, vec3 col3, float angle) { |
| 135 | + vec2 gv = Rot(angle) * uv; |
| 136 | + float s1 = Arc(gv - vec2(.5, 0.), .2, .025); |
| 137 | + float m1 = S(.008, .0, s1); |
| 138 | + float s2 = Arc(gv - vec2(.5, 0.), .1, .025); |
| 139 | + float m2 = S(.008, .0, s2); |
| 140 | + float s3= sdCircle(gv - vec2(.5, 0.), .025); |
| 141 | + float m3 = S(.008, .0, s3); |
| 142 | + return m1* col1 + m2 * col2 + m3 * col3; |
| 143 | +} |
| 144 | + |
| 145 | +float sdCorner( vec2 uv) { |
| 146 | + vec2 gv = uv * 8.; |
| 147 | + float s1 = sdBox( gv - vec2(1.51, 0.), vec2(1.75, .24) ); |
| 148 | + float m1 = S(.008, .0, s1); |
| 149 | + float s2 = sdBox(gv- vec2(0.,1.51), vec2(.24, 1.75)); |
| 150 | + float m2 = S(.008, .0, s2); |
| 151 | + return max(m1, m2); |
| 152 | +} |
| 153 | + |
| 154 | +vec3 sdTile( vec2 uv, vec3 col1, vec3 col2, vec3 col3, float angle, float width) { |
| 155 | + vec3 col = vec3(0); |
| 156 | + vec2 gv = Rot(angle) * uv; |
| 157 | + float m1 = sdT(gv, .25); |
| 158 | + float m2 = sdCorner(vec2(gv.x, abs(gv.y)) - vec2(.1,.1)); |
| 159 | + float m3 = sdCorner(vec2(gv.x, abs(gv.y))- vec2(.2,.2)); |
| 160 | + vec2 st = Rot(angle + PI) * uv; |
| 161 | + float s4 = sdBox(st - vec2(.1, .1), vec2(.025, .75)); |
| 162 | + float m4 = S(.008, .0, s4); |
| 163 | + float s5 = sdBox(st - vec2(.2, .2), vec2(.025, .75)); |
| 164 | + float m5 = S(.008, .0, s5); |
| 165 | + return col += m1*col1 + m2*col2 + m3*col3 + m4*col2 + m5*col3; |
| 166 | +} |
| 167 | + |
| 168 | + |
| 169 | +float opRhombus( vec2 uv, float r1, float r2) { |
| 170 | + return abs( sdRhombus(uv, vec2(r1)) )- r2; |
| 171 | +} |
| 172 | + |
| 173 | +vec3 sdRhombusTile( vec2 uv, vec3 col1, vec3 col2, vec3 col3) { |
| 174 | + |
| 175 | + float s1 = opRhombus(uv, .13, .025); //center |
| 176 | + float m1 = S(.008, .0, s1); |
| 177 | + |
| 178 | + float s2 = opRhombus(uv, .23, .025); // middle |
| 179 | + float m2 = S(.008, .0, s2); |
| 180 | + |
| 181 | + float s3 = opRhombus(uv, .33, .025); // outer |
| 182 | + float m3 = S(.008, .0, s3); |
| 183 | + vec3 col = vec3(0); |
| 184 | + return col += m1*col1 + m2*col2 + m3*col3; |
| 185 | +} |
| 186 | + |
| 187 | +vec3 sdStripes( vec2 uv, vec3 col1, vec3 col2, vec3 col3, float angle, float width) { |
| 188 | + vec3 col = vec3(0); |
| 189 | + vec2 gv = Rot(angle) * uv; |
| 190 | + float s1 = sdBox(gv - vec2(.0, .0), vec2(.026, .75)); |
| 191 | + float m1 = S(.008, .0, s1); // center |
| 192 | + float s2 = sdBox(vec2(abs(gv.x), gv.y) - vec2(.1, .1), vec2(.026, .75)); |
| 193 | + float m2 = S(.008, .0, s2); // middle |
| 194 | + float s3 = sdBox(vec2(abs(gv.x), gv.y) - vec2(.2, .2), vec2(.026, .75)); |
| 195 | + float m3 = S(.008, .0, s3); // outer |
| 196 | + return col += m1*col1 + m2*col2 + m3*col3 ; |
| 197 | +} |
| 198 | + |
| 199 | +vec3 sdTexture( vec2 uv, float angle) { |
| 200 | + vec3 texture = texture2D(tex0, uv.xy*.5+0.5).rgb; |
| 201 | + vec2 gv = Rot(angle) * uv * 8.; |
| 202 | + float s1 = sdBox( gv - vec2(2.5, 0.), vec2(2.5, .75) ); |
| 203 | + float m1 = S(.008, .0, s1); |
| 204 | + float s2 = sdBox(gv- vec2(0.0,0.0), vec2(.75, 10.)); |
| 205 | + float m2 = S(.008, .0, s2); |
| 206 | + return max(m1, m2)*texture; |
| 207 | +} |
| 208 | + |
| 209 | +void main() |
| 210 | +{ |
| 211 | + vec2 uv = (gl_FragCoord.xy - .5*u_resolution.xy)/u_resolution.y; |
| 212 | + |
| 213 | + vec3 col = vec3(0); |
| 214 | + |
| 215 | + // Add background color -- BLANK |
| 216 | + col += DARK; |
| 217 | + |
| 218 | + // Uncomment to check for symmetry |
| 219 | + float d1 = sdSegment(uv, vec2(-.5, .0), vec2(0.5, .0)); |
| 220 | + float s1 = S(.008, .0, d1); // horizontal center line |
| 221 | + float d2 = sdSegment(uv, vec2(0., -.5), vec2(0., .5)); |
| 222 | + float s2 = S(.008, .0, d2); // vertical center line |
| 223 | + //col += s1 + s2; |
| 224 | + |
| 225 | + // Rhombus at center, same options as BLANK |
| 226 | + vec3 rhombus_tile = sdRhombusTile(uv, BLUE, RASPBERRY, GREEN); |
| 227 | + // vec3 rhombus_tile = sdRhombusTile(uv, BLUE, BLUE, BLUE); |
| 228 | + //col = max(col, rhombus_tile); |
| 229 | + |
| 230 | + // Change a (angle) to get Up, Down, Right, Left |
| 231 | + // a = 0. vertical, a = 1. horizontal |
| 232 | + float a = 0.; // Right 0., Up 1., Left 2., Down 3. |
| 233 | + |
| 234 | + // Create RIGHT, UP, LEFT, DOWN tiles |
| 235 | + // vec3 tile = sdTile(uv, BLUE, RASPBERRY, GREEN, PI* a/2., .25); |
| 236 | + vec3 tile = sdTile(uv, BLUE, BLUE, BLUE, PI* a/2., .25); |
| 237 | + //col = max(tile, col); |
| 238 | + |
| 239 | + // Train tracks |
| 240 | + vec2 gv = Rot(a)*uv; |
| 241 | + vec3 t = sdTrack(gv, .001, BLUE); |
| 242 | + col += t; |
| 243 | + |
| 244 | + // Horizontal and Vertical Stripes |
| 245 | + // vec3 vert_stripes = sdStripes(uv, BLUE, RASPBERRY, GREEN, PI*a/2., .25); |
| 246 | + // single color version |
| 247 | + vec3 vert_stripes = sdStripes(uv, BLUE, BLUE, BLUE, PI* a/2., .25); |
| 248 | + //col = max(hor_stripes, col); |
| 249 | + //col = max(vert_stripes, col); |
| 250 | + |
| 251 | + // Cross with vertical and horizontal stripes |
| 252 | + // vec3 hor_stripes = sdStripes(uv, BLUE, RASPBERRY, GREEN, PI*a/2., .25); |
| 253 | + vec3 hor_stripes = sdStripes(uv, BLUE, BLUE, BLUE, PI*a/2., .25); |
| 254 | + |
| 255 | + //col = max(max(vert_stripes,horizontal_stripes), col); |
| 256 | + |
| 257 | + // Pass a image to add texture (has to be fairly uniform) |
| 258 | + vec3 texture = sdTexture(uv, 0.); |
| 259 | + // col = max(texture, col); |
| 260 | + |
| 261 | + // Half circles |
| 262 | + vec3 c = circleTile(uv, GREEN, RASPBERRY, BLUE, PI* a/2.); |
| 263 | + // vec3 c = circleTile(uv, BLUE, BLUE, BLUE, PI* a/2.); |
| 264 | + // col = max(c, col); |
| 265 | + |
| 266 | + gl_FragColor = vec4(col,1.0); |
| 267 | +} |
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