2015-06-20 12:39:58 +00:00
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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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2015-03-15 15:35:14 +00:00
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI 3.14159265358979323846
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uniform vec2 u_resolution;
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uniform float u_time;
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float fillX(vec2 _st, float _pct,float _antia){
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return smoothstep( _pct-_antia, _pct, _st.x);
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}
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float fillY(vec2 _st, float _pct,float _antia){
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return smoothstep( _pct-_antia, _pct, _st.y);
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}
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vec2 mirrorTile(vec2 _st, float _zoom){
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_st *= _zoom;
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if (fract(_st.y * 0.5) > 0.5){
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_st.y = 1.0-_st.y;
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}
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return fract(_st);
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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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vec3 color = vec3(0.0);
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st = mirrorTile(st,5.0);
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color = vec3(fillY(st,0.5+sin(st.x*PI*2.0)*0.45,0.02));
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gl_FragColor = vec4( color, 1.0 );
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}
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