mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
38 lines
850 B
GLSL
38 lines
850 B
GLSL
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D u_tex0;
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uniform vec2 u_tex0Resolution;
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int col = 5;
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int row = 4;
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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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void main () {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec4 color = vec4(0.0);
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// Resolution of one frame
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vec2 fRes = u_tex0Resolution/vec2(float(col),float(row));
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// Normalize value of the frame resolution
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vec2 nRes = u_tex0Resolution/fRes;
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// Scale the coordenates to a single frame
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st = st/nRes;
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// Calculate the offset in cols and rows
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float timeX = u_time*15.;
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float timeY = floor(timeX/float(col));
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vec2 offset = vec2( floor(timeX)/nRes.x,
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1.0-(floor(timeY)/nRes.y) );
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st = fract(st+offset);
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color = texture2D(u_tex0,st);
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gl_FragColor = color;
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}
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