mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-09 19:10:24 +00:00
43 lines
1.2 KiB
GLSL
43 lines
1.2 KiB
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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vec2 tile(vec2 st, float zoom){
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st *= zoom;
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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*0.05),radius+(radius*0.05),dot(pos,pos)*3.14);
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}
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float circleOffste(vec2 st, float radius) {
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return circle(st+vec2(0.,-.5), radius)+
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circle(st+vec2(0.,.5), radius)+
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circle(st+vec2(-.5,0.), radius)+
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circle(st+vec2(.5,0.), radius);
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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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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0);
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vec2 grid1 = tile(st,7.);
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grid1 = tile(st + vec2(cos(u_time),sin(u_time))*0.01,7.);
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color += mix(vec3(0.075,0.114,0.329),vec3(0.973,0.843,0.675),circleOffste(grid1,0.23)-circleOffste(grid1,0.01));
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vec2 grid2 = tile(st,3.);
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grid2 = tile(st + vec2(cos(u_time),sin(u_time))*0.02 ,3.);
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color = mix(color, vec3(0.761,0.247,0.102), circleOffste(grid2,0.2)) - circleOffste(grid2,0.05),
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gl_FragColor = vec4(color,1.0);
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}
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