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| #version 300 es | |
| precision highp float; | |
| uniform vec2 resolution; | |
| uniform float time; | |
| const float PI = 3.14159265358979323844; | |
| out vec4 color; | |
| float wobble(vec2 pos) | |
| { | |
| return (.5 + .5*sin(3.*time + 3.*length(pos - vec2(.5, .5)))); | |
| } | |
| bool inside_triangle(vec2 pos, vec2 center, float r, float s) | |
| { | |
| float w = wobble(center); | |
| float r_inner = r*w; | |
| const float da = 2.*PI/3.; | |
| float a = s*w; | |
| for (int i = 0; i < 3; i++) { | |
| vec2 n = vec2(sin(a), cos(a)); | |
| if (dot(n, pos - (center + r_inner*n)) > 0.) | |
| return false; | |
| a += da; | |
| } | |
| return true; | |
| } | |
| bool inside_hexagon(vec2 pos, vec2 center, float r) | |
| { | |
| float r_inner = .5*r; | |
| const float da = 2.*PI/6.; | |
| float a = 0.; | |
| for (int i = 0; i < 6; i++) { | |
| if (inside_triangle(pos, center + r*vec2(sin(a), cos(a)), r_inner, a)) | |
| return true; | |
| a += da; | |
| } | |
| return false; | |
| } | |
| bool inside_cluster(vec2 pos) | |
| { | |
| float r_outer = .25; | |
| if (inside_hexagon(pos, vec2(.5, .5), .3*r_outer)) | |
| return true; | |
| const float da = 2.*PI/6.; | |
| float a = 0.; | |
| for (int i = 0; i < 6; i++) { | |
| if (inside_hexagon(pos, vec2(.5, .5) + r_outer*vec2(sin(a), cos(a)), .35*r_outer)) | |
| return true; | |
| a += da; | |
| } | |
| return false; | |
| } | |
| void main() | |
| { | |
| const float radius = 40.; | |
| vec2 p = gl_FragCoord.xy/resolution; | |
| color = inside_cluster(p) ? vec4(.5, 1., 1., 1.) : vec4(.25, .25, .25, 1.); | |
| } |
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