thebookofshaders/09/marching_dots.frag

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2015-07-04 12:51:27 +00:00
// Author @patriciogv - 2015 - patricio.io
#ifdef GL_ES
precision mediump float;
#endif
const float PI = 3.1415926535897932384626433832795;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 movingTiles(vec2 _st, float _zoom, float _speed){
_st *= _zoom;
float time = u_time*_speed;
if( fract(time)>0.5 ){
if (fract( _st.y * 0.5) > 0.5){
_st.x += fract(time)*2.0;
} else {
_st.x -= fract(time)*2.0;
}
} else {
if (fract( _st.x * 0.5) > 0.5){
_st.y += fract(time)*2.0;
} else {
_st.y -= fract(time)*2.0;
}
}
return fract(_st);
}
float circle(vec2 _st, float _radius){
vec2 pos = vec2(0.5)-_st;
return smoothstep(1.0-_radius,1.0-_radius+_radius*0.2,1.-dot(pos,pos)*3.14);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
st = movingTiles(st,10.,0.5);
vec3 color = vec3( 1.0-circle(st, 0.3 ) );
gl_FragColor = vec4(color,1.0);
}