I'm learning GLSL shaders on Book of Shaders and I decided to mess around with one of the examples. I wanted to see, whats a more efficient way to calculate to mask out the color?
#ifdef GL_ES
precision mediump float;
#endif
#define TWO_PI 6.28318530718
uniform vec2 u_resolution;
uniform float u_time;
// Function from Iñigo Quiles
// https://www.shadertoy.com/view/MsS3Wc
vec3 hsb2rgb( in vec3 c ){
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),6.0)-3.0)-1.0,0.0,1.0);
rgb = rgb*rgb*(3.0-2.0*rgb);
return c.z * mix( vec3(1.0), rgb, c.y);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0);
// Use polar coordinates instead of cartesian
vec2 toCenter = vec2(0.5)-st;
float angle = atan(toCenter.y,toCenter.x);
float radius = length(toCenter)*2.0;
angle = angle + u_time;
float outsideMask = 1.0 - step(distance(st, vec2(0.5)), 0.3);
float insideMask = 1.0 - step(0.2, distance(st, vec2(0.5)));
float visibleArea = 1.0 - insideMask - outsideMask;
// Map the angle (-PI to PI) to the Hue (from 0 to 1)
// and the Saturation to the radius
color = hsb2rgb(vec3((angle/TWO_PI)+0.5,radius, 1.0));
gl_FragColor = vec4(color, visibleArea);
}
Here is an image of the end result.
The outsideMask
, insideMask
and visibleArea
variables in particular all have that 1.0
minus something, which seems weird to me. Any suggestions would be appreciated!