thebookofshaders/11/wood.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 vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))
* 43758.5453123);
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}
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// Value noise by Inigo Quilez - iq/2013
// https://www.shadertoy.com/view/lsf3WH
float noise(vec2 st) {
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vec2 i = floor(st);
vec2 f = fract(st);
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vec2 u = f*f*(3.0-2.0*f);
return mix( mix( random( i + vec2(0.0,0.0) ),
random( i + vec2(1.0,0.0) ), u.x),
mix( random( i + vec2(0.0,1.0) ),
random( i + vec2(1.0,1.0) ), u.x), u.y);
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}
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mat2 rotate2d(float angle){
return mat2(cos(angle),-sin(angle),
sin(angle),cos(angle));
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}
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float lines(in vec2 pos, float b){
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float scale = 10.0;
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pos *= scale;
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return smoothstep(0.0,
.5+b*.5,
abs((sin(pos.x*3.1415)+b*2.0))*.5);
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}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.y *= u_resolution.y/u_resolution.x;
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vec2 pos = st.yx*vec2(10.,3.);
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float pattern = pos.x;
// Add noise
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pos = rotate2d( noise(pos) ) * pos;
// Draw lines
pattern = lines(pos,.5);
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gl_FragColor = vec4(vec3(pattern),1.0);
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}