2024-03-09 14:29:48 +01:00

91 lines
2.6 KiB
GLSL

#version 460 core
#include <flutter/runtime_effect.glsl>
uniform vec2 uSize;
uniform float iTime;
vec2 iResolution;
out vec4 fragColor;
#define PI 3.1415926535897932384626433832795
#define TWO_PI 6.28318530718
#define SCALE_FACTOR 8
#define TIME_SCALE 0.005
mat2 rotate2d(float _angle){
return mat2(cos(_angle),-sin(_angle),
sin(_angle),cos(_angle));
}
#define pi 3.14159265
float drawLine (vec2 p1, vec2 p2, vec2 uv, float a)
{
float r = 0.;
float one_px = 1. / iResolution.x; //not really one px
// get dist between points
float d = distance(p1, p2);
// get dist between current pixel and p1
float duv = distance(p1, uv);
//if point is on line, according to dist, it should match current uv
r = 1.-floor(1.-(a*one_px)+distance (mix(p1, p2, clamp(duv/d, 0., 1.)), uv));
return r;
}
float drawCircle(vec2 p, float d, vec2 uv)
{
return (distance(p, uv) <= d) ? 1. : 0.;
}
void main(void) {
iResolution = uSize;
vec2 fragCoord = gl_FragCoord.xy; // Get the fragment coordinates
vec2 center = 2.0 * vec2(fragCoord.xy - 0.5 * iResolution.xy) / iResolution.y;
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
float t = iTime/2; //Pro Tip™: multipluy time to go faster!
//in uv space
vec2 p1 = vec2(0.5 + sin(t)*.2, 0.25 + cos(t+pi)*.1);
vec2 p2 = vec2(0.5 + sin(t+pi)*.2, 0.25 + cos(t)*.1);
vec2 p3 = vec2(0.5 + sin(t+pi/2.)*.2, 0.25 + cos(t-.5*pi)*.1);
vec2 p4 = vec2(0.5 + sin(t-pi/2.)*.2, 0.25 + cos(t+.5*pi)*.1);
vec2 p5 = vec2(0.5 + sin(t)*.2, 0.75 + cos(t+pi)*.1);
vec2 p6 = vec2(0.5 + sin(t+pi)*.2, 0.75 + cos(t)*.1);
vec2 p7 = vec2(0.5 + sin(t+pi/2.)*.2, 0.75 + cos(t-.5*pi)*.1);
vec2 p8 = vec2(0.5 + sin(t-pi/2.)*.2, 0.75 + cos(t+.5*pi)*.1);
float lines = drawLine(p1, p5, uv, 1.)
+ drawLine(p2, p6, uv, 1.)
+ drawLine(p1, p3, uv, 1.)
+ drawLine(p3, p2, uv, 1.)
+ drawLine(p1, p4, uv, 1.)
+ drawLine(p4, p2, uv, 1.)
+ drawLine(p5, p7, uv, 1.)
+ drawLine(p7, p6, uv, 1.)
+ drawLine(p6, p8, uv, 1.)
+ drawLine(p8, p5, uv, 1.)
+ drawLine(p3, p7, uv, 1.)
+ drawLine(p4, p8, uv, 1.);
float d = 0.003;
float dots = drawCircle(p1, d, uv)
+ drawCircle(p2, d, uv)
+ drawCircle(p3, d, uv)
+ drawCircle(p4, d, uv)
+ drawCircle(p5, d, uv)
+ drawCircle(p6, d, uv)
+ drawCircle(p7, d, uv)
+ drawCircle(p8, d, uv);
fragColor = vec4(lines*.6-dots, dots, dots, 1.);
}