2015-03-30 11:42:31 +00:00
|
|
|
// Author @patriciogv - 2015
|
|
|
|
// http://patriciogonzalezvivo.com
|
|
|
|
|
2015-03-15 15:35:14 +00:00
|
|
|
#ifdef GL_ES
|
|
|
|
precision mediump float;
|
|
|
|
#endif
|
|
|
|
|
2015-03-30 11:42:31 +00:00
|
|
|
#define PI 3.14159265358979323846
|
2015-03-15 15:35:14 +00:00
|
|
|
|
|
|
|
uniform vec2 u_resolution;
|
2015-03-30 11:42:31 +00:00
|
|
|
uniform vec2 u_mouse;
|
2015-03-15 15:35:14 +00:00
|
|
|
uniform float u_time;
|
|
|
|
|
2015-03-30 11:42:31 +00:00
|
|
|
float rows = 10.0;
|
|
|
|
|
|
|
|
vec2 tile(vec2 _st, float _zoom){
|
|
|
|
_st *= _zoom;
|
|
|
|
return fract(_st);
|
|
|
|
}
|
|
|
|
|
|
|
|
float circle(vec2 _st, float _radius){
|
|
|
|
vec2 pos = vec2(0.5)-_st;
|
|
|
|
_radius *= 0.75;
|
|
|
|
return 1.-smoothstep(_radius-(_radius*0.01),_radius+(_radius*0.01),dot(pos,pos)*3.14);
|
|
|
|
}
|
|
|
|
|
2015-03-15 15:35:14 +00:00
|
|
|
float random (in vec2 _st) {
|
|
|
|
return fract(sin(dot(_st.xy,
|
|
|
|
vec2(12.9898,78.233)))*
|
|
|
|
43758.5453123);
|
|
|
|
}
|
|
|
|
|
|
|
|
float noise (in vec2 _st) {
|
|
|
|
vec2 i = floor(_st);
|
|
|
|
vec2 f = fract(_st);
|
|
|
|
|
|
|
|
// Four corners in 2D of a tile
|
|
|
|
float a = random(i);
|
|
|
|
float b = random(i + vec2(1.0, 0.0));
|
|
|
|
float c = random(i + vec2(0.0, 1.0));
|
|
|
|
float d = random(i + vec2(1.0, 1.0));
|
|
|
|
|
|
|
|
vec2 u = f * f * (3.0 - 2.0 * f);
|
|
|
|
|
|
|
|
return mix(a, b, u.x) +
|
|
|
|
(c - a)* u.y * (1.0 - u.x) +
|
|
|
|
(d - b) * u.x * u.y;
|
|
|
|
}
|
|
|
|
|
2015-03-30 11:42:31 +00:00
|
|
|
void main(){
|
2015-03-15 15:35:14 +00:00
|
|
|
|
2015-03-30 11:42:31 +00:00
|
|
|
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
|
|
|
st.x *= u_resolution.x/u_resolution.y;
|
|
|
|
st = tile(st,5.);
|
|
|
|
vec3 color = vec3(circle(st, 0.2));
|
2015-03-15 15:35:14 +00:00
|
|
|
|
2015-03-30 11:42:31 +00:00
|
|
|
gl_FragColor = vec4(color,1.0);
|
2015-03-15 15:35:14 +00:00
|
|
|
}
|