hottub/res/shader/blob.frag

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2013-03-28 02:04:40 +00:00
varying vec2 xy;
uniform vec4 blobs[10];
float doBlob(vec4 blob) {
vec2 s = pow(blob.xy - xy, vec2(2.0, 2.0));
return 1.0 / ((s.x / blob.z) + (s.y / blob.w));
}
void main() {
float v = 0.0;
for (int i = 0; i < 10; i ++) {
v += doBlob(blobs[i]/*vec4(0.3, 0.3, 0.1, 0.1)*/);
}
float celledge = min(fract(xy.x), fract(xy.y));
float majorxy = (fract(xy.x) < fract(xy.y)) ? xy.x : xy.y;
float cell = (mod(abs(floor(majorxy)), 2.0) + 1.0) / 2.0;
gl_FragColor = v > 0.32 ? vec4(1.0, 1.0, 1.0, 1.0) :
(v > 0.3 ? vec4(v, v, v, 1.0) :
(celledge < 0.01 ? vec4(cell, cell, cell, 1.0)
: vec4(0.0, 0.0, 0.0, 0.0)));
2013-03-27 03:56:27 +00:00
}