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43 lines
1009 B
GLSL
43 lines
1009 B
GLSL
9 years ago
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// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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float random (in float x) {
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return fract(sin(x)*1e4);
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}
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9 years ago
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float random (in vec2 _st) {
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return fract(sin(dot(_st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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9 years ago
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st.x *= u_resolution.x/u_resolution.y;
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st *= vec2(100.0,50.);
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vec3 color = vec3(0.0);
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9 years ago
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vec2 ivec = floor(st); // integer
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vec2 fvec = fract(st); // fraction
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vec2 vel = floor(vec2(u_time*10.)); // time
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vel *= vec2(-1.,0.); // direction
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9 years ago
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// vel *= (step(1., mod(ivec.y,2.0))-0.5)*2.; // Oposite directions
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vel *= random(ivec.y); // random speed
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// Move
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ivec += floor(vel);
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9 years ago
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// Assign a random value base on the integer coord
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9 years ago
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color = vec3(1.0-step(.8,random(ivec)));
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9 years ago
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gl_FragColor = vec4(color,1.0);
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}
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