mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
50 lines
1.2 KiB
GLSL
50 lines
1.2 KiB
GLSL
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// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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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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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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float random(in float x){
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return fract(sin(x)*43758.5453);
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}
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float random(in vec2 st){
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return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float randomChar(in vec2 outer,in vec2 inner){
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float grid = 5.;
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vec2 margin = vec2(.2,.05);
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float seed = 23.;
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vec2 borders = step(margin,inner)*step(margin,1.-inner);
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return step(.5,random(outer*seed+floor(inner*grid))) * borders.x * borders.y;
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}
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void main(){
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vec2 st = gl_FragCoord.st/u_resolution.xy;
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st.y *= u_resolution.y/u_resolution.x;
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vec3 color = vec3(0.0);
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float rows = 24.0;
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vec2 ipos = floor(st*rows);
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ipos += vec2(.0,floor(u_time*20.*random(ipos.x+1.)));
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vec2 fpos = fract(st*rows);
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vec2 center = (.5-fpos);
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float pct = random(ipos);
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float glow = (1.-dot(center,center)*3.)*2.0;
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color = vec3(0.643,0.851,0.690) * ( randomChar(ipos,fpos) * pct );
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color += vec3(0.027,0.180,0.063) * pct * glow;
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gl_FragColor = vec4( color , 1.0);
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}
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