Pixel-Composer/shaders/sh_grid_tri/sh_grid_tri.fsh

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/*
Triangular Grid
03/2016
seb chevrel
*/
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 position;
uniform vec2 scale;
uniform float angle;
uniform float thick;
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uniform vec4 color0;
uniform vec4 color1;
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#define PI 3.1415926535897
// triangle rotation matrices
vec2 v60 = vec2(cos(PI / 3.0), sin(PI / 3.0));
vec2 vm60 = vec2(cos(-PI / 3.0), sin(-PI / 3.0));
mat2 rot60 = mat2(v60.x, -v60.y, v60.y, v60.x);
mat2 rotm60 = mat2(vm60.x, -vm60.y, vm60.y, vm60.x);
float triangleGrid(vec2 p, float stepSize, float vertexSize, float lineSize) {
// equilateral triangle grid
vec2 fullStep = vec2( stepSize, stepSize * v60.y);
vec2 halfStep = fullStep / 2.0;
vec2 grid = floor(p / fullStep);
vec2 offset = vec2( (mod(grid.y, 2.0) == 1.0) ? halfStep.x : 0., 0.);
// tiling
vec2 uv = mod(p + offset, fullStep) - halfStep;
float d2 = dot(uv, uv);
return vertexSize / d2 + // vertices
max( abs(lineSize / (uv * rotm60).y), // lines -60deg
max ( abs(lineSize / (uv * rot60).y), // lines 60deg
abs(lineSize / uv.y) )); // h lines
}
void main() {
float time = 1.;
vec2 pos = (v_vTexcoord - position) / scale, _pos;
float ratio = dimension.x / dimension.y;
_pos.x = pos.x * ratio * cos(angle) - pos.y * sin(angle);
_pos.y = pos.x * ratio * sin(angle) + pos.y * cos(angle);
vec3 color = triangleGrid(_pos, 0.1, 0., thick / 100.) * vec3(0.8, 0.8, 0.85);
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float grey = (color[0] + color[1] + color[2]) / 3.;
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gl_FragColor = (grey < 0.5)? color0 : color1;
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}