thebookofshaders/09/dots.frag

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// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
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#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265358979323846
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uniform vec2 u_resolution;
uniform vec2 u_mouse;
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uniform float u_time;
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);
}
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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;
}
void main(){
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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));
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gl_FragColor = vec4(color,1.0);
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}