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27.frag
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precision mediump float;
uniform vec2 resolution;
uniform float time;
float PI = 3.14159265;
float TAU = 6.28318;
// Signed Distance Fields
float rectSDF(vec2 st, vec2 size){
return max(abs(st).x * size.x, abs(st).y * size.y);
}
float crossSDF(vec2 st, float s){
vec2 size = vec2(.25, s);
return min(rectSDF(st, size.xy),
rectSDF(st, size.yx));
}
float triSDF(vec2 uv){
return max(abs(uv.x) * .866025 + uv.y * .5,
-uv.y * .5);
}
float rhombSDF(vec2 uv){
return max(triSDF(uv),
triSDF(vec2(uv.x, -uv.y)));
}
float circleSDF(vec2 uv){
return length(uv);
}
float polySDF(vec2 uv, int vertices){
float a = atan(uv.x, uv.y)+PI;
float r = length(uv);
float v = TAU / float(vertices);
return cos(floor(.5+a/v)*v-a)*r;
}
float starSDF(vec2 uv, int points){
return 0.;
}
//ENDSDF
//STEPPERS
float fill(float x, float size){
return 1.-step(size, x);
}
float stroke(float x, float s, float w){
float d = step(s, x+w*.5) -
step(s, x-w*.5);
return clamp(d, 0., 1.);
}
float flip(float v, float pct){
return mix(v, 1.-v, pct);
}
vec2 rotate(vec2 uv, float angle){
return mat2(cos(angle), -sin(angle),
sin(angle), cos(angle)) * uv;
}
//ENDSTEPPERS
void main(){
vec3 color = vec3(0.);
vec2 uv = (gl_FragCoord.xy * 2.0 - resolution) / resolution.y;
vec2 uv1 = rotate(uv+vec2(0., -.1), PI/6.);
vec2 uv2 = rotate(uv+vec2(.12, .1), PI/6.);
vec2 uv3 = rotate(uv+vec2(-.12, .1), PI/6.);
float hex1 = polySDF(uv1, 6);
float hex2 = polySDF(uv2, 6);
float hex3 = polySDF(uv3, 6);
uv = rotate(uv, PI/6.);
color += stroke(polySDF(uv, 6), .5, .05);
color += fill(hex1, .1);
color += fill(hex2, .1);
color += fill(hex3, .1);
gl_FragColor = vec4(color, 1.);
}