绘制一个爱心
示例代码
#ifdef GL_ES
precision mediump float;
#endif
uniform float u_time;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
float QTR_PI = 0.78539816339; // 四分之一PI
float HALF_PI = 1.5707963267948966192313216916398; // 二分之一PI
float PI = 3.1415926535897932384626433832795; // PI
float TWO_PI = 6.2831853071795864769252867665590; // 2PI
float TAU = 6.2831853071795864769252867665590; // 2PI
float PHI = 1.618033988749894848204586834; // 黄金分割率
float EPSILON = 0.0000001;
/** 绘制线条
* @param {float } x 坐标点
* @param {float } s 划线的位置
* @param {float } w 现对与屏幕宽度的线宽
*/
float stroke(float x, float s, float w){
float d = step(s, x + w * 0.5) - step(s, x - w * 0.5);
return clamp(d, 0.0, 1.0);
}
float polySDF(vec2 st, int V){
st = st * 2.0 - 1.0;
float a = atan(st.x, st.y) + PI;
float r = length(st);
float v = TAU / float(V);
return cos(floor(0.5 + a / v) * v - a) * r;
}
float raysSDF(vec2 st, int N){
st -= 0.5;
return fract(atan(st.y,st.x) / TAU * float(N));
}
float heartSDF(vec2 st) {
st -= vec2(0.5, 0.8);
float r = length(st) * 5.0;
st = normalize(st);
return r - ((st.y * pow(abs(st.x), 0.67)) / (st.y + 1.5) - (2.0) * st.y + 1.26);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
st.y *= u_resolution.y/u_resolution.x;
vec3 color = vec3(0.0);
color += fill(heartSDF(st), 0.5);
color -= stroke(polySDF(st, 3), 0.15, 0.05);
gl_FragColor = vec4(color, 1.0);
}
代码效果
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