chromatic/1
source
precision mediump float; #pragma glslify: hsv2rgb = require(glsl-hsv2rgb) #pragma glslify: map = require(../../lib/map) #pragma glslify: hash = require(../../lib/hash) uniform vec2 u_resolution; #define pi 3.14159 #define sqrt2 1.41421 float circleGrid(vec2 uv, vec2 spacing) { float lineWidth = 0.08; float edgeWidth = 0.04; vec2 cellUV = mod(uv, 1.0 + spacing); float r = 2.0 * distance(cellUV, vec2(0.5)); float ring = smoothstep( 1.0 - lineWidth - 2.0 * edgeWidth, 1.0 - lineWidth - edgeWidth, r ) - smoothstep( 1.0 - edgeWidth, 1.0, r ); return ring; } void main() { vec2 uv = gl_FragCoord.xy / u_resolution; uv = map(uv, 0.0, 1.0, -1.0, 1.0); const float repeat = 5.0; uv += 0.5 / repeat; vec2 offset; vec2 spacing; vec3 color; spacing = vec2(0.0); offset = vec2(0.0); float grid = circleGrid(uv * repeat + offset, spacing); color += vec3(0.0, 0.0, 1.0) * grid; spacing = vec2(0.03); offset = vec2(0.0); grid = circleGrid(uv * repeat + offset, spacing); color += vec3(1.0, 0.0, 0.0) * grid; spacing = vec2(0.06); offset = vec2(0.0); grid = circleGrid(uv * repeat + offset, spacing); color += vec3(0.0, 1.0, 0.0) * grid; // color = 1.0 - color; gl_FragColor = vec4(color, 1.0); }