2015-10-07 18:20:15 +00:00
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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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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_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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2016-04-23 14:56:28 +00:00
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float rows = 100.0;
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2015-10-07 18:20:15 +00:00
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vec2 brickTile(vec2 _st, float _zoom){
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_st *= _zoom;
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2016-12-13 21:20:19 +00:00
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if (fract(_st.y * 0.5) > 0.5) {
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2015-10-07 18:20:15 +00:00
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_st.x += 0.5;
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}
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return fract(_st);
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}
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float circle(vec2 _st, float _radius){
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vec2 pos = vec2(0.5)-_st;
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_radius *= 0.75;
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return 1.-smoothstep(_radius-(_radius*0.01),_radius+(_radius*0.01),dot(pos,pos)*3.14);
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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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2016-12-13 21:20:19 +00:00
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st = (st-.5)*1.02+.5;
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2015-10-07 18:20:15 +00:00
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st.x *= u_resolution.x/u_resolution.y;
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2016-12-13 21:20:19 +00:00
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2015-10-07 18:20:15 +00:00
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vec2 pos = st;
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2016-12-13 21:20:19 +00:00
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float grid = 50.;
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2015-10-07 18:20:15 +00:00
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2016-12-13 21:20:19 +00:00
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st *= grid;
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if (fract(st.y * 0.5) > 0.5){
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st.x += 0.5;
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pos.x += 0.5/grid;
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}
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2017-08-19 10:11:58 +00:00
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2016-12-13 21:20:19 +00:00
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float pattern = texture2D(u_tex0,clamp(floor(pos*grid)/grid+vec2(.5,.5)/grid,vec2(0.),vec2(1.))).r;
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pattern = circle(fract(st), smoothstep(0.1,1.,pattern));
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2015-10-07 18:20:15 +00:00
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2016-12-13 21:20:19 +00:00
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gl_FragColor = vec4(pattern,0.,0.,pattern);
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2017-08-19 10:11:58 +00:00
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}
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