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41_CB4.fs
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// SaturdayShader #41 : CB4
// Joseph Fiola (http://www.joefiola.com)
// 2016-12-10
// Based on "4 cells DF" example by Patricio Gonzalez Vivo from the Book of Shaders' chapter on Cellular Noise
// http://thebookofshaders.com/12/
/*{
"CREDIT": "",
"ISFVSN": "2",
"DESCRIPTION": "",
"CATEGORIES": [
"Generators"
],
"INPUTS": [
{
"NAME": "invert",
"TYPE": "bool",
"DEFAULT":1
},
{
"NAME" : "spread",
"TYPE" : "float",
"DEFAULT": 1.0,
"MIN": 0.0,
"MAX": 1.0
},
{
"NAME" : "rings",
"TYPE" : "float",
"DEFAULT": 100.0,
"MIN": 0.0,
"MAX": 400.0
},
{
"NAME" : "thickness",
"TYPE" : "float",
"DEFAULT": 0.5,
"MIN": 0.001,
"MAX": 0.995
},
{
"NAME" : "fade",
"TYPE" : "float",
"DEFAULT": 1.5,
"MIN": -2.0,
"MAX": 2.0
},
{
"NAME": "point1pos",
"TYPE": "point2D",
"DEFAULT":[0,1],
"MAX": [1,1],
"MIN": [0,0]
},
{
"NAME": "point2pos",
"TYPE": "point2D",
"DEFAULT": [1,1],
"MAX": [1,1],
"MIN": [0,0]
},
{
"NAME": "point3pos",
"TYPE": "point2D",
"DEFAULT": [0,0],
"MAX": [1,1],
"MIN": [0,0]
},
{
"NAME": "point4pos",
"TYPE": "point2D",
"DEFAULT": [1,0],
"MAX": [1,1],
"MIN": [0,0]
},
{
"NAME" : "canvas_xPos",
"TYPE" : "float",
"DEFAULT": 0.5,
"MIN": 0.0,
"MAX": 1.0
},
{
"NAME" : "canvas_yPos",
"TYPE" : "float",
"DEFAULT": 0.5,
"MIN": 0.0,
"MAX": 1.0
},
{
"NAME" : "zoom",
"TYPE" : "float",
"DEFAULT": 2.5,
"MIN": 1.0,
"MAX": 4.0
},
{
"NAME": "rotate",
"TYPE": "float",
"DEFAULT": 0,
"MIN": 0,
"MAX": 1
}
]
}*/
#ifdef GL_ES
precision mediump float;
#endif
#define TWO_PI 6.28318530718
mat2 rotate2d(float _angle){
return mat2(cos(_angle),-sin(_angle),
sin(_angle),cos(_angle));
}
void main() {
vec2 st = gl_FragCoord.xy/RENDERSIZE.xy;
st -= vec2(canvas_xPos,canvas_yPos); //center uv to pos location
st *=zoom;
st.y *= RENDERSIZE.y/RENDERSIZE.x; // make comp square
st = rotate2d(rotate*-TWO_PI) * st;
st +=0.5; // center
vec3 color = vec3(0.0);
// Cell positions
vec2 point[4];
point[0] = point1pos;
point[1] = point2pos;
point[2] = point3pos;
point[3] = point4pos;
float m_dist = spread; // minimun distance
// Iterate through the points positions
for (int i = 0; i < 4; i++) {
float dist = distance(st, point[i]);
// Keep the closer distance
m_dist = min(m_dist, dist);
}
// Draw the min distance (distance field)
color += m_dist*fade;
// Show isolines
color += smoothstep(thickness,thickness+(thickness*0.003*zoom)+(rings*0.003*zoom),(0.8,abs(sin(rings*m_dist))));
//invert colors
if (invert) color = color *-1.0 + 1.0;
gl_FragColor = vec4(color,1.0);
}