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precision mediump float; | |
#extension GL_OES_standard_derivatives : enable | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
#define PI 3.141592653589793 | |
//#define PI2 6.283185307179586 | |
vec2 rot(vec2 p, float a) { | |
vec2 s = sin(a + vec2(0.0, PI * 0.5)); | |
return vec2(p.x * s.y + p.y * s.x, | |
p.x * -s.x + p.y * s.y); | |
} | |
float arc(vec2 p, float r, float sa, float ea) { | |
vec2 lp = rot(p, (ea + sa) * 0.5); | |
float th = abs(atan(lp.y, lp.x)); | |
th = max(0.0, th - (ea - sa) * 0.5); | |
vec2 pp = sin(th + vec2(0.0, PI * 0.5)) * length(p); | |
return length(pp - vec2(0.0, r)); | |
} | |
float ear(vec2 p) { | |
vec2 lp = vec2(abs(p.x), p.y) - vec2(0.5, 0.7); | |
float d = length(lp) - 0.4; | |
float a = 0.5; | |
vec2 n = vec2(-sin(a), cos(a)); | |
d = max(d, dot(n, lp) - 0.05); | |
return d; | |
} | |
float no(vec2 p) { | |
float w = 0.3; | |
// の | |
float d = arc(p + vec2(0.34, 0.0), 0.34, PI * 1.0, PI * 2.0) - w; | |
d = min(d, arc(p + vec2(0.0), 0.68, PI * -0.18, PI * 1.0) - w); | |
// ^^ | |
//d = ear(p); | |
d = min(d, ear(p)); | |
return d; | |
} | |
void main( void ) { | |
vec2 p = (gl_FragCoord.xy * 2.0 - resolution.xy) / resolution.y; | |
p = (vec2(-0.05, 0.0) * time + rot(p, -0.5)) * 4.0; | |
float ky = 1.6; | |
p.x += floor(p.y / ky) * 4.313658; | |
p = mod(p, vec2(10.0, ky)); | |
p.x = (p.x < 4.0)? fract(p.x) : (4.0 - p.x); | |
p = p * 2.0 - 1.0; | |
float d = no(p); | |
vec3 color; | |
//color = vec3(-d, d, exp(-d * d * 4000.0)); | |
//color /= 1.0 + floor(max(abs(p.x), abs(p.y))); | |
color = mix(vec3(1.0, 0.96, 0.9), vec3(1.0, 0.7, 0.47), smoothstep(-0.02, 0.02, d)); | |
gl_FragColor = vec4(color, 1.0 ); | |
} |
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