第 8 课:SDF Interpolation
实现
uniform vec2 iResolution;
uniform float iTime;
const vec3 shapeColor = vec3(1.0, 0.3, 0.3);
const vec3 backgroundColor = vec3(0.12);
float sdfCircle(vec2 center, float r, vec2 pos) {
return distance(center, pos) - r;
}
void main() {
vec2 uv = gl_FragCoord.xy;
float r = iResolution.y * 0.25;
vec2 center1 = iResolution * vec2(0.5, 0.4) + vec2(+r, +r);
vec2 center2 = iResolution * vec2(0.5, 0.4) + vec2(-r, +r);
vec2 center3 = iResolution * vec2(0.5, 0.4) + vec2(-r, -r);
vec2 center4 = iResolution * vec2(0.5, 0.4) + vec2(+r, -r);
vec2 center5 = iResolution * vec2(0.5, 0.4);
float c1 = sdfCircle(center1, r, uv);
float c2 = sdfCircle(center2, r, uv);
float c3 = sdfCircle(center3, r, uv);
float c4 = sdfCircle(center4, r, uv);
float c5 = sdfCircle(center5, r, uv);
float time = sin(iTime)*0.5+0.5;
float t0 = min(min(c1, c2), c5);
float t1 = min(c3, c4);
float t2 = min(-t0, t1);
float blendedSDF = mix(-t2, c5, time * 0.65 + 0.35);
float t = clamp(blendedSDF, 0.0, 1.0);
gl_FragColor = vec4(mix(shapeColor, backgroundColor, t), 1.0);
}