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float circ(vec2 p){
return length(p) - .50;
}
// Repeat in two dimensions
vec2 pMod2(inout vec2 p, vec2 size) {
vec2 c = floor((p + size*0.5)/size);
p = mod(p + size*0.5,size) - size*0.5;
return c;
}
// http://www.iquilezles.org/www/articles/palettes/palettes.htm
// As t runs from 0 to 1 (our normalized palette index or domain),
//the cosine oscilates c times with a phase of d.
//The result is scaled and biased by a and b to meet the desired constrast and brightness.
vec3 cosPalette( float t, vec3 a, vec3 b, vec3 c, vec3 d )
{
return a + b*cos( 6.28318*(c*t+d) );
}
float sdBox( in vec2 p, in vec2 b )
{
vec2 d = abs(p)-b;
return length(max(d,vec2(0))) + min(max(d.x,d.y),0.0);
}
void main()
{
// distance metric
vec2 position = uv();
// move everything left to right by adding sin(time) in the x component
// sin goes from -1 to 1 as time increases
position = position + vec2(sin(time),0);
// this modifies the position in place, notice how we dont do anything with
// the output of pMod2. we repeat the space every 1 unit in both x and y direction
// hence why it looks like a grid
pMod2(position, vec2(1));
// create our shape! we scale position by 4 so the circle appears smaller
float shape = circ( position * vec2(4.0));
// here we modify position so the box can move back and forth
// scale the range down by multiplying by 0.5 so it doesnt go off screen
position = position + vec2(cos(time)*0.5,0);
// create our box
float shape2 = sdBox(position, vec2(0.06));
// this makes the box have a hard edge, ceil takes any floating point number
// and brings it up to the first whole number. short for ceiling i guess
shape2 = ceil(shape2);
// we want to color the pixel according to whatever shape is closer, so we
// take the minimum of the shapes!
shape = min(shape,shape2);
// get our color
vec3 col = cosPalette(time/20.,vec3(0.5),vec3(0.5),vec3(1),vec3(0.1,0.2,0.8));
// shape is 1 when there is no shape and 0 when there is a shape so multiplying col by
// shape colors where shape is 1 aka where there is no shape!
col = vec3(shape) * col;
// output: pixel color
gl_FragColor = min(vec4( col, 1.0 ), vec4(0.8));
// we take the min of the output color and a very light grey color because The Force makes
// all of their controls white at the bottom all white without any sort of outline, which is
// silly, so you can make it vec4(col.rgb,1.0) in other softwares or if you dont care
// about seeing the controls
}
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