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Copy path2_5_4_Patterns_TruchetTile.glsl
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2_5_4_Patterns_TruchetTile.glsl
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#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265358979323846
uniform vec2 u_resolution;
uniform float u_time;
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 rotateTilePattern(vec2 _st)
{
// Scale the coordinate system by 2x2
_st*=2.0;
// Give each cell an index number
// according to its position
float index=0.0;
index+=step(1.,mod(_st.x,2.0));
index+=step(1.,mod(_st.y,2.0))*2.0;
// |
// 2 | 3
//---------
// 0 | 1
// |
// Make each cell between 0.0 - 1.0
_st=fract(_st);
// Rotate each cell according to the index
if(index==1.0)
{
// Rotate cell 1 by 90 degrees
_st=rotate2D(_st,PI*0.5);
}
else if(index==2.0)
{
// Rotate cell 2 by -90 degrees
_st=rotate2D(_st,PI*-0.5);
}
else if(index==3.0)
{
// Rotate cell 3 by 180 degrees
_st=rotate2D(_st,PI);
}
return _st;
}
void main(void)
{
vec2 st=gl_FragCoord.xy/u_resolution.xy;
st=tile(st,3.0);
st=rotateTilePattern(st);
// Make more interesting combinations
// st=tile(st,2.0);
// st=rotate2D(st,-PI*u_time*0.25);
// st=rotateTilePattern(st*2.);
// st=rotate2D(st,PI*u_time*0.25);
// step(st.x,st.y) just makes a b&w triangles
//but you can use whatever design you want
gl_FragColor=vec4(vec3(step(st.x,st.y)),1.0);
}