1.代码
#define PI 3.14159265358979323846
vec2 rotate2D(vec2 _st, float _angle)
{
_st -= 0.5;
_st =
mat2(cos(_angle),-sin(_angle),
sin(_angle),cos(_angle)) * _st;
_st += 0.5;
return _st;
}
vec2 tile(vec2 _st, float _zoom){
_st *= _zoom;
return fract(_st);
}
float box(vec2 _st, vec2 _size, float _smoothEdges){
_size = vec2(0.5)-_size*0.5;
vec2 aa = vec2(_smoothEdges*0.5);
vec2 uv = smoothstep(_size,_size+aa,_st);
uv *= smoothstep(_size,_size+aa,vec2(1.0)-_st);
return uv.x*uv.y;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = (fragCoord.xy - 0.5 * iResolution.xy) / iResolution.y;
vec3 color = vec3(0.0);
// Divide the space in 4
uv = tile(uv,4.);
// Use a matrix to rotate the space 45 degrees
uv = rotate2D(uv,PI*0.25);
// Draw a square
color = vec3(box(uv,vec2(0.7),0.01));
// color = vec3(st,0.0);
fragColor = vec4(color,1.0);
}
效果: