mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
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41 lines
960 B
GLSL
41 lines
960 B
GLSL
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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 vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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float rows = 10.0;
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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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float random(in vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); }
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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st *= 10.0;
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// Offset every other row
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st.x -= step(1., mod(st.y,2.0)) * 0.5;
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vec2 ipos = floor(st); // integer position
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vec2 fpos = fract(st); // float position
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// Move Right
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ipos += vec2(floor(u_time*-8.),0.);
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float pct = random(ipos);
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pct *= circle(fpos, 0.5);
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// pct = step(0.1+u_mouse.x/u_resolution.x,pct);
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// pct = 1.-pct;
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gl_FragColor = vec4(vec3(pct),1.0);
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}
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