diff options
Diffstat (limited to 'examples/web/shaders/shaders_texture_drawing.data')
| -rw-r--r-- | examples/web/shaders/shaders_texture_drawing.data | 60 |
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); -}
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