thebookofshaders/10/1d-random.frag

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// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
float plot(vec2 _st, float _pct){
return smoothstep( _pct-0.01, _pct, _st.y) -
smoothstep( _pct, _pct+0.01, _st.y);
}
float random (in float _x) {
return fract(sin(_x)*1e4);
}
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);
}