thebookofshaders/10/ikeda-01.frag

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// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
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float random (in float x) { return fract(sin(x)*1e4); }
float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123); }
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void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
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vec2 grid = vec2(100.0,2.0);
float t = u_time*max(grid.x,grid.y);
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vec2 ipos = floor(st*grid);
vec2 fpos = fract(st*grid);
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float value = random(floor(ipos.x+t));
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if (mod(ipos.y,2.) == 0.) {
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fpos = 1.0-fpos;
}
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color += step(fpos.y*1.5,value);
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gl_FragColor = vec4(color,1.0);
}