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18_Iteration.fs
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18_Iteration.fs
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// SaturdayShader Week 18 : Iteration
// by Joseph Fiola (http://www.joefiola.com)
// 2015-12-19
/*{
"CREDIT": "Joseph Fiola",
"DESCRIPTION": "",
"CATEGORIES": [
"Generator"
],
"INPUTS": [
{
"NAME": "invert",
"TYPE": "bool"
},
{
"NAME": "gradient",
"TYPE": "float",
"DEFAULT": 0.03,
"MIN": 0.0,
"MAX": 2.0
},
{
"NAME": "radius",
"TYPE": "float",
"DEFAULT": 10.0,
"MIN": 1e-4,
"MAX": 50.0
},
{
"NAME": "pos",
"TYPE": "point2D",
"DEFAULT": [
0.5,
0.5
],
"MIN": [
0.0,
0.0
],
"MAX": [
1.0,
1.0
]
},
{
"NAME": "offsetPos",
"TYPE": "point2D",
"DEFAULT": [
0.0,
0.0
],
"MIN": [
-0.1,
-0.1
],
"MAX": [
0.1,
0.1
]
},
{
"NAME": "offset",
"TYPE": "float",
"DEFAULT": 0.2,
"MIN": 1e-4,
"MAX": 1.0
},
{
"NAME": "shapeSelect",
"TYPE": "long",
"VALUES": [
0,
1
],
"LABELS": [
"circle",
"square"
],
"DEFAULT": 0
}
]
}*/
float circle(in vec2 _st, in float _radius){
vec2 l = _st;
return 1.-smoothstep(_radius-(_radius*gradient),
_radius+(_radius*gradient),
dot(l,l)*radius);
}
float box(vec2 _st, vec2 _size, float _smoothEdges){
_st += 0.5;
vec2 aa = vec2(_smoothEdges*0.5);
vec2 uv = smoothstep(_size,_size+aa,_st);
uv *= smoothstep(_size,_size+aa,vec2(1.0)-_st);
return uv.x*uv.y;
}
vec3 invertColor(vec3 color) {
return vec3(color *-1.0 + 1.0);
}
void main() {
vec2 st = gl_FragCoord.xy/RENDERSIZE;
st -= vec2(pos);
st.x *= RENDERSIZE.x/RENDERSIZE.y;
vec3 color = vec3(0.0);
for (float i = 0.0; i<50.0; i++){
vec3 shape = vec3(0.0);
if (shapeSelect == 0) shape = vec3(circle(st-=vec2(offsetPos), (offset * i)));
if (shapeSelect == 1) shape = vec3(box(st-=vec2(offsetPos),vec2(radius*0.009*offset,radius*0.009*offset),gradient*0.05));
shape *= invertColor(shape);
color += shape;
}
float finalColor = 0.0;
if (invert) {
color = invertColor(color);
finalColor = color.x + color.y - color.z;
} else {
finalColor = color.x + color.y + color.z;
}
gl_FragColor = vec4(vec3(finalColor),1.0);
}