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// -----------------------------------------------------------------------------
// Copyright (c) 2014, Nicolas P. Rougier. All Rights Reserved.
// Distributed under the (new) BSD License.
// -----------------------------------------------------------------------------
#include "math/constants.glsl"
float marker_chevron(vec2 P, float size)
{
float x = 1.0/M_SQRT2 * ((P.x-size/6) - P.y);
float y = 1.0/M_SQRT2 * ((P.x-size/6) + P.y);
float r1 = max(abs(x), abs(y)) - size/3.0;
float r2 = max(abs(x-size/3.0), abs(y-size/3.0)) - size/3.0;
return max(r1,-r2);
}
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