Rotate Glow Square
A rotating square with a glowing effect.
#ifdef GL_ES
precision mediump float;
#define GLSLIFY 1
#endif
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
#define GLSLIFY 1
mat2 rotate2d(float _angle){
return mat2(cos(_angle),-sin(_angle), sin(_angle),cos(_angle));
}
float random (vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))*43758.5453123);
}
#define M_SQRT_2 1.41421356
float square(vec2 P, float size){
return abs(max(abs(P.x), abs(P.y)) - size/(2.0*M_SQRT_2));
}
float glow(float d, float str, float thickness){
return thickness / pow(d, str);
}
void main() {
vec2 uv = gl_FragCoord.xy/u_resolution.xy;
// uv.x *= u_resolution.x/u_resolution.y;
float glow_draw;
for (int index=0; index<5; index++)
{
//grid repetition
float tilingSiize=pow(2.0, float(index));
vec2 uvs=uv*vec2(tilingSiize);
vec2 ipos = floor(uvs)/tilingSiize; // get the integer coords
vec2 fpos = fract(uvs); // get the fractional coords
uvs= fpos*2.0-1.0;
uvs*= rotate2d(u_time*0.5);
float threshold=0.48+sin(u_time*0.5)*0.2;
if(random(ipos)>threshold) continue;
//drawing distance function
float draw = square(uvs, 0.314);//sdFish(1.0, uv, 0.1),
// square(uv, 0.362), heart(uv, 0.5);
//float glow_draw = smoothstep(0.003,0.00,draw); //1st method
glow_draw += glow(draw, 0.412, 0.052); //2nd method
//float glow_draw = exp(-draw*800.0); //3rd method
}
gl_FragColor = vec4(vec3(glow_draw),1.0);
}