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draw_tiles.frag
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#include "lygia/draw/fill.glsl"
#include "lygia/space/ratio.glsl"
#include "lygia/space/scale.glsl"
#include "lygia/space/sqTile.glsl"
#include "lygia/space/triTile.glsl"
#include "lygia/space/hexTile.glsl"
#include "lygia/space/mirrorTile.glsl"
#include "lygia/space/brickTile.glsl"
#include "lygia/space/windmillTile.glsl"
#include "lygia/space/checkerTile.glsl"
#include "lygia/sdf/heartSDF.glsl"
void main(void) {
vec4 color = vec4(vec3(0.0), 1.0);
vec2 pixel = 1.0/u_resolution.xy;
vec2 st = gl_FragCoord.xy * pixel;
st = ratio(st, u_resolution.xy);
vec4 t = sqTile(st * 4.0);
// t = triTile(st * 4.0);
// t = hexTile(st * 4.0);
// t = mirrorTile(st * 4.0);
// t = mirrorXTile(st * 4.0);
// t = mirrorYTile(st * 4.0);
// t = windmillTile(st * 4.0);
// t = brickTile(st, vec2(1.0, 2.0) * 5.0);
// t = brickTile(t);
// t = mirrorTile(t);
// t = mirrorXTile(t);
// t = mirrorYTile(t);
// t = windmillTile(t);
float sdf = heartSDF(t.xy);
color.rg += t.xy;
color.rgb = mix(color.rgb, vec3(checkerTile(t)), fill(sdf, 0.25));
gl_FragColor = color;
}