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Copy path3_1_2_Random_Maze.glsl
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3_1_2_Random_Maze.glsl
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#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265358979323846
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float random(in vec2 _st)
{
return fract(sin(dot(_st.xy,vec2(12.9898,78.233)))*43758.5453123);
}
vec2 truchetPattern(in vec2 _st,in float _index)
{
_index=fract((_index-0.5)*2.0);
if(_index>0.75)
{
_st=vec2(1.0)-_st;
}
else if(_index>0.5)
{
_st=vec2(1.0-_st.x,_st.y);
}
else if(_index>0.25)
{
_st=1.0-vec2(1.0-_st.x,_st.y);
}
return _st;
}
void main()
{
vec2 st=gl_FragCoord.xy/u_resolution.xy;
st*=10.0;
// st=(st-vec2(5.0))*abs(sin(u_time*0.2))*0.5;
// st.x+=u_time*3.0;
vec2 ipos=floor(st); // integer
vec2 fpos=fract(st); // fraction
vec2 tile=truchetPattern(fpos,random(ipos));
float color=0.0;
// Maze 迷宫
// color=smoothstep(tile.x-0.3,tile.x,tile.y)-smoothstep(tile.x,tile.x+0.3,tile.y);
// Circles
color=(step(length(tile),0.6)-step(length(tile),0.4))+
(step(length(tile-vec2(1.)),0.6)-step(length(tile-vec2(1.)),0.4));
// Truchet (2 triangles)
// color=step(tile.x,tile.y);
gl_FragColor=vec4(vec3(color),1.0);
}