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-rw-r--r--common/shaders/heptagon.wgsl13
1 files changed, 6 insertions, 7 deletions
diff --git a/common/shaders/heptagon.wgsl b/common/shaders/heptagon.wgsl
index 3bfc59d..078978a 100644
--- a/common/shaders/heptagon.wgsl
+++ b/common/shaders/heptagon.wgsl
@@ -19,12 +19,11 @@ struct VertexOutput {
}
fn sdf_heptagon(p: vec2<f32>, r: f32) -> f32 {
- let k = vec3<f32>(0.868516, -0.495754, 0.357407);
- var p_abs = abs(p);
- p_abs -= 2.0 * k.xy * min(dot(k.xy, p_abs), 0.0);
- p_abs -= 2.0 * vec2<f32>(-k.x, k.y) * min(dot(vec2<f32>(-k.x, k.y), p_abs), 0.0);
- p_abs -= vec2<f32>(clamp(p_abs.x, -k.z * r, k.z * r), r);
- return length(p_abs) * sign(p_abs.y);
+ let an = 3.141593 / 7.0; // PI/7 for heptagon
+ let acs = vec2<f32>(cos(an), sin(an));
+ let bn = (atan2(p.x, p.y) % (2.0 * an)) - an;
+ let q = length(p) * vec2<f32>(cos(bn), abs(sin(bn)));
+ return length(q - r * acs) * sign(q.x - r * acs.x);
}
@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
@@ -39,7 +38,7 @@ fn sdf_heptagon(p: vec2<f32>, r: f32) -> f32 {
uv.x * s + uv.y * c
);
- let dist = sdf_heptagon(rot_uv, 0.5);
+ let dist = sdf_heptagon(rot_uv, 0.3);
let color = mix(vec3<f32>(0.2, 0.4, 0.8), vec3<f32>(1.0, 0.8, 0.2),
smoothstep(0.01, -0.01, dist));