2015-06-20 12:39:58 +00:00
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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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2015-03-15 15:35:14 +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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2021-10-22 12:30:14 +00:00
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// Copyright (c) Patricio Gonzalez Vivo, 2015 - http://patriciogonzalezvivo.com/
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// I am the sole copyright owner of this Work.
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//
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// You cannot host, display, distribute or share this Work in any form,
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// including physical and digital. You cannot use this Work in any
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// commercial or non-commercial product, website or project. You cannot
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// sell this Work and you cannot mint an NFTs of it.
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// I share this Work for educational purposes, and you can link to it,
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// through an URL, proper attribution and unmodified screenshot, as part
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// of your educational material. If these conditions are too restrictive
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// please contact me and we'll definitely work it out.
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2015-03-15 15:35:14 +00:00
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#define PI 3.14159265358979323846
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uniform vec2 u_resolution;
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uniform float u_time;
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float rows = 10.0;
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vec2 brickTile(vec2 _st, float _zoom){
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_st *= _zoom;
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if (fract(_st.y * 0.5) > 0.5){
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_st.x += 0.5;
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}
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return fract(_st);
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}
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vec2 rotate2D(vec2 _st, float _angle){
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_st -= 0.5;
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_st = mat2(cos(_angle),-sin(_angle),
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sin(_angle),cos(_angle)) * _st;
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_st += 0.5;
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return _st;
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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 = brickTile(st,rows);
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float angle = PI*0.25*cos(u_time*0.5);
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if (fract( (gl_FragCoord.y/u_resolution.y) * 0.5 * rows) > 0.5){
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angle *= -1.0;
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}
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st = rotate2D(st,angle);
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st *= 2.0;
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float pct = (1.0+cos(PI*st.x))*0.5;
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vec3 color = vec3( 1.0-smoothstep( 0.5,0.6, pow(pct,st.y) ) * 1.0-smoothstep( 0.79,0.81, pow(pct,2.0-st.y ) ) );
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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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