Created
August 28, 2020 04:01
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VEDA nested loop test
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/*{ | |
pixelRatio:0.5, | |
}*/ | |
precision mediump float; | |
uniform float time; | |
uniform vec2 resolution; | |
#define PI 3.141593 | |
vec2 rot(vec2 uv, float t) { | |
float c = cos(t), s = sin(t); | |
return mat2(c, -s, s, c) * uv; | |
} | |
float draw(vec2 p) { | |
float l = length(p); | |
// return clamp(.03 / abs(l - 0.5) * (1. + sin((p.x - p.y) * 100.) * 0.3), 0., 1.); | |
// return clamp(.03 / abs(l - 0.5) * (1. + sin((p.x) * 100.) * 0.3), 0., 1.); | |
return clamp(.1 / abs(p.y - sin(p.x *3. +time * 2.) * 2. -0.3) * (1. + sin((p.x) * 100.) * 0.3), 0., 1.); | |
} | |
vec2 tile(vec2 p) { | |
float a = atan(-p.y, -p.x) + PI; | |
float third = PI / 3.; | |
if (a > 5. * third) { | |
p = rot(p, 3. * third); | |
p.x *= -1.; | |
} | |
else if (a > 3. * third) { | |
p = rot(p, -2. * third); | |
} | |
else if (a > third) { | |
p = rot(p, -4. * third); | |
} | |
return p; | |
} | |
void main() { | |
vec2 p = (gl_FragCoord.xy * 2. - resolution) / min(resolution.x, resolution.y); | |
p *= 0.5; | |
p = tile(p); | |
p = rot(p, length(p) * 2.); | |
for (int i = 0; i < 8; i++) { | |
for (int j = 0; j < 8; j++) | |
{ | |
p = rot(p, float(i) * 0.003 + sin(time * 0.1) * 0.03); | |
p += float(j) * 0.003;// + sin(time * 0.03) * 0.01; | |
p = fract(p); | |
p = tile(p); | |
} | |
} | |
// p = tile(p); | |
gl_FragColor = vec4( | |
draw(p + vec2(0.01, 0)), | |
draw(p), | |
draw(p - vec2(0.01, 0)), | |
1. | |
); | |
// gl_FragColor = vec4( | |
// 0.3 / length(p + vec2(sin(time * 0.23) * 0.4, 0)), | |
// 0.3 / length(p + vec2(sin(time * 0.33) * 0.4, 0)), | |
// 0.3 / length(p + vec2(sin(time * 0.43) * 0.4, 0)), | |
// 1. | |
// ); | |
} |
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