第 10 课:SDF Rotation 2
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;
}
float drawPental(vec2 uv) {
float r = iResolution.y * 0.3;
vec2 center0 = iResolution * vec2(0.0, 0.0);
vec2 center1 = iResolution * vec2(-0.03, 0.0) + vec2(+r, +r);
vec2 center2 = iResolution * vec2(+0.03, 0.0) + vec2(-r, +r);
float c0 = sdfCircle(center0, r * 0.3, uv);
float c1 = sdfCircle(center1, r, uv);
float c2 = sdfCircle(center2, r, uv);
return min(max(c1, c2), c0);
}
mat2 rotation(float theta){
return transpose(mat2(
vec2(cos(theta),-sin(theta)),
vec2(sin(theta),cos(theta))
));
}
void main() {
vec2 uv = gl_FragCoord.xy;
// make 0 the center
uv.x -= iResolution.x * 0.5;
uv.y -= iResolution.y * 0.5;
float time = sin(iTime) * 0.5 + 0.5;
float t = 1.0;
int steps = 20;
float twoPI = 3.14 * 2.0;
for (int i = 0; i < steps; i++) {
float maxangle = twoPI / float(steps) * float(i);
float angle = clamp(time * twoPI, 0.0, maxangle);
float ti = drawPental(rotation(angle)* uv);
t = min(t, ti);
}
t = clamp(t, 0.0, 1.0);
gl_FragColor = vec4(mix(shapeColor, backgroundColor, t), 1.0);
}