RosettaCodeData/Task/Munching-squares/GLSL/munching-squares.glsl
2016-12-05 23:44:36 +01:00

43 lines
541 B
GLSL

vec3 color;
float c,p;
vec2 b;
void main(void)
{
vec2 uv = gl_FragCoord.xy / iResolution.xy;
float scale = iResolution.x / iResolution.y;
uv = uv-0.5;
uv.y/=scale;
b = uv*256.0+256.0;
c = 0.0;
for(float i=16.0;i>=1.0;i-=1.0)
{
p = pow(2.0,i);
if((p < b.x) ^^
(p < b.y))
{
c += p;
}
if(p < b.x)
{
b.x -= p;
}
if(p < b.y)
{
b.y -= p;
}
}
c=mod(c/128.0,1.0);
color = vec3(sin(c+uv.x*cos(uv.y*1.2)), tan(c+uv.y-0.3)*1.1, cos(c-uv.y+0.9));
gl_FragColor = vec4(color,1.0);
}