2015-09-15 14:07:53 +00:00
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// Author @patriciogv - 2015 - patricio.io
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2015-09-24 17:15:49 +00:00
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2015-09-15 14:07:53 +00:00
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#ifdef GL_ES
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precision mediump float;
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#endif
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2015-09-24 17:15:49 +00:00
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#define PI 3.1415926535897932384626433832795
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2015-09-15 14:07:53 +00:00
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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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2015-09-24 17:15:49 +00:00
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vec2 wave(vec2 st, float freq) {
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st.y += cos(st.x*freq);
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return st;
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}
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vec2 zigzag(vec2 st, float freq) {
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st.y += mix(abs(floor(sin(st.x*3.1415))),abs(floor(sin((st.x+1.)*3.1415))),fract(st.x*freq));
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return st;
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2015-09-15 14:07:53 +00:00
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}
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2015-09-24 17:15:49 +00:00
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float line(vec2 st, float width) {
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return step(width,1.0-smoothstep(.0,1.,abs(sin(st.y*PI))));
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2015-09-15 14:07:53 +00:00
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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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2017-08-19 10:11:58 +00:00
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2015-09-24 17:15:49 +00:00
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st *= 10.;
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st = wave(st, 3.);
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vec3 color = vec3(line(st,.5));
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2015-09-15 14:07:53 +00:00
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gl_FragColor = vec4(color, 1.0);
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2017-08-19 10:11:58 +00:00
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}
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