thebookofshaders/10/1d-random.frag

34 lines
702 B
GLSL
Raw Normal View History

2015-03-15 15:35:14 +00:00
// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
2015-05-05 14:19:16 +00:00
2015-03-15 15:35:14 +00:00
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
2015-05-01 20:05:55 +00:00
uniform vec2 u_mouse;
2015-03-15 15:35:14 +00:00
uniform float u_time;
float plot(vec2 _st, float _pct){
2017-08-19 10:11:58 +00:00
return smoothstep( _pct-0.01, _pct, _st.y) -
2015-03-15 15:35:14 +00:00
smoothstep( _pct, _pct+0.01, _st.y);
}
float random (in float _x) {
2015-10-07 20:11:26 +00:00
return fract(sin(_x)*43758.5453);
2015-03-15 15:35:14 +00:00
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
float y = random(st.x*0.001+u_time);
// color = vec3(y);
float pct = plot(st,y);
color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
gl_FragColor = vec4(color,1.0);
2017-08-19 10:11:58 +00:00
}