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-rw-r--r--examples/web/shaders/shaders_texture_drawing.data60
1 files changed, 0 insertions, 60 deletions
diff --git a/examples/web/shaders/shaders_texture_drawing.data b/examples/web/shaders/shaders_texture_drawing.data
deleted file mode 100644
index 108f057..0000000
--- a/examples/web/shaders/shaders_texture_drawing.data
+++ /dev/null
@@ -1,60 +0,0 @@
-#version 100
-
-precision mediump float;
-
-// Input vertex attributes (from vertex shader)
-varying vec2 fragTexCoord;
-varying vec4 fragColor;
-
-// Custom variables
-const float PI = 3.14159265358979323846;
-uniform float uTime;
-
-float divisions = 5.0;
-float angle = 0.0;
-
-vec2 VectorRotateTime(vec2 v, float speed)
-{
- float time = uTime*speed;
- float localTime = fract(time); // The time domain this works on is 1 sec.
-
- if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
- else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);
- else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
- else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4.0*sin(2.0*PI*localTime);
-
- // Rotate vector by angle
- v -= 0.5;
- v = mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*v;
- v += 0.5;
-
- return v;
-}
-
-float Rectangle(in vec2 st, in float size, in float fill)
-{
- float roundSize = 0.5 - size/2.0;
- float left = step(roundSize, st.x);
- float top = step(roundSize, st.y);
- float bottom = step(roundSize, 1.0 - st.y);
- float right = step(roundSize, 1.0 - st.x);
-
- return (left*bottom*right*top)*fill;
-}
-
-void main()
-{
- vec2 fragPos = fragTexCoord;
- fragPos.xy += uTime/9.0;
-
- fragPos *= divisions;
- vec2 ipos = floor(fragPos); // Get the integer coords
- vec2 fpos = fract(fragPos); // Get the fractional coords
-
- fpos = VectorRotateTime(fpos, 0.2);
-
- float alpha = Rectangle(fpos, 0.216, 1.0);
- vec3 color = vec3(0.3, 0.3, 0.3);
-
- gl_FragColor = vec4(color, alpha);
-} \ No newline at end of file