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| #version 300 es | |
| precision highp float; | |
| uniform vec2 resolution; | |
| uniform float time; | |
| const float PI = 3.14159265358979323844; | |
| const float TRANSITION = .75; | |
| out vec4 color; | |
| // | |
| // r*cos(a) = R + t*(R*cos(b) - R) | |
| // r*sin(a) = t*R*sin(b) | |
| // | |
| // t = (r*sin(a))/(R*sin(b)) | |
| // | |
| // r*cos(a) = R + (r*sin(a))/(R*sin(b))*(R*cos(b) - R) | |
| // r*cos(a) = R + (r*sin(a)/sin(b))*(cos(b) - 1) | |
| // r*(cos(a) - (sin(a)/sin(b))*(cos(b) - 1)) = R | |
| float inside_polygon(vec2 pos, vec2 center, float r, float n, float s) | |
| { | |
| float theta = 2.*PI/n; | |
| vec2 d = pos - center; | |
| float a = mod(mod(atan(d.y, d.x) + s, 2.*PI), theta); | |
| float l = length(d); | |
| float m = r*cos(.5*theta)/cos(a - .5*theta); // r/(cos(a) - (sin(a)/sin(theta))*(cos(theta) - 1.)); | |
| const float border = .001; | |
| return smoothstep(m + border, m - border, l); | |
| } | |
| float wobble(vec2 pos) | |
| { | |
| vec2 d = pos - vec2(.5, .5); | |
| float a = (1.5 + (atan(d.y, d.x) + PI/2.)/(2.*PI)); | |
| float t = time/TRANSITION; | |
| return min(t*a*a, 1.); | |
| } | |
| float inside_triangle(vec2 pos, vec2 center, float r, float s) | |
| { | |
| return inside_polygon(pos, center, wobble(center)*r, 3., s); | |
| } | |
| float inside_triangles(vec2 pos, float r) | |
| { | |
| const float da = 2.*PI/6.; | |
| float a = 0.; | |
| float v = 0.; | |
| for (int i = 0; i < 6; i++) { | |
| float c = cos(a); | |
| float s = sin(a); | |
| vec2 d = vec2(c, s); | |
| vec2 n = vec2(-s, c); | |
| vec2 o0 = vec2(.5, .5) + (2./3.)*sqrt(3.)*d*r; | |
| vec2 o1 = vec2(.5, .5) + (5./6.)*sqrt(3.)*d*r; | |
| float r_triangle = 1.*r/sqrt(3.); | |
| v += inside_triangle(pos, o0, r_triangle, a) + | |
| inside_triangle(pos, o1 - n*.5*r, r_triangle, a + PI) + | |
| inside_triangle(pos, o1 + n*.5*r, r_triangle, a + PI); | |
| a += da; | |
| } | |
| return v; | |
| } | |
| void main() | |
| { | |
| vec2 pos = gl_FragCoord.xy/resolution; | |
| float r0 = .125; | |
| float v; | |
| if (time < TRANSITION) { | |
| v = (inside_triangles(pos, r0) + inside_polygon(pos, vec2(.5, .5), r0, 6., PI/6.)); | |
| } else { | |
| float r1 = (1.115 + sqrt(3.)/2.)*r0; | |
| float t = (time - TRANSITION)/(1. - TRANSITION); | |
| float r = mix(r1, r0, -t*(t - 2.)); | |
| v = inside_polygon(pos, vec2(.5, .5), r, 6., PI/6.); | |
| } | |
| color = mix(vec4(.5, 1., 1., 1.), vec4(.25, .25, .25, 1.), v); | |
| } |
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