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GLSL Triangle function
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// via "Einstienstien" - by Dave Hoskins, on Shadertoy | |
// http://glsl.heroku.com/e#10662.0 | |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 resolution; | |
float col = 0.0; // Start black. | |
vec2 uv; | |
void Tri(vec4 p) | |
{ | |
vec4 unC1 = (floor(mod(p, 256.0)) / vec4(395.,395.,395.,256.)); | |
vec4 unC2 = (floor(p / 256.0)) / vec4(256.0); | |
vec2 a = vec2(unC1.x+.18, unC2.x); | |
vec2 b = vec2(unC1.y+.18, unC2.y); | |
vec2 c = vec2(unC1.z+.18, unC2.z); | |
vec2 as = uv-a; | |
bool uv_ab = (b.x-a.x)*as.y-(b.y-a.y)*as.x > 0.0; | |
if ((c.x-a.x)*as.y-(c.y-a.y)*as.x > 0.0 == uv_ab) return; | |
if ((c.x-b.x)*(uv.y-b.y)-(c.y-b.y)*(uv.x-b.x) > 0.0 != uv_ab) return; | |
col = mix (col, unC1.w, unC2.w); | |
} | |
void main(void) | |
{ | |
uv = gl_FragCoord.xy / resolution.xy; | |
Tri(vec4(30702., 34338.,40328., 14851.)); | |
gl_FragColor = vec4(vec3(col), 1.0 ); | |
} |
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