thebookofshaders/09/tmp/dots-texture.frag

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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_tex0;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
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float rows = 100.0;
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vec2 brickTile(vec2 _st, float _zoom){
_st *= _zoom;
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if (fract(_st.y * 0.5) > 0.5) {
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_st.x += 0.5;
}
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);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st = (st-.5)*1.02+.5;
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st.x *= u_resolution.x/u_resolution.y;
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vec2 pos = st;
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float grid = 50.;
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st *= grid;
if (fract(st.y * 0.5) > 0.5){
st.x += 0.5;
pos.x += 0.5/grid;
}
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float pattern = texture2D(u_tex0,clamp(floor(pos*grid)/grid+vec2(.5,.5)/grid,vec2(0.),vec2(1.))).r;
pattern = circle(fract(st), smoothstep(0.1,1.,pattern));
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gl_FragColor = vec4(pattern,0.,0.,pattern);
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}