thebookofshaders/09/dots3.frag

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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265358979323846
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float rows = 10.0;
vec2 brickMirrorTile(vec2 _st, float _zoom){
_st *= _zoom;
if (fract(_st.y * 0.5) > 0.5){
_st.x += 0.5;
_st.y = 1.0-_st.y;
}
return fract(_st);
}
float circle(vec2 _st, float _radius){
vec2 pos = vec2(0.5)-_st;
_radius *= 0.75;
return 1.-smoothstep(_radius-(_radius*0.01),_radius+(_radius*0.01),dot(pos,pos)*3.14);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
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st = brickMirrorTile(st,5.);
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vec3 color = vec3(circle(st+vec2(0.,0.05), 0.007)+
circle(st+vec2(0.075,-0.07), 0.007)+
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circle(st+vec2(-0.075,-0.07), 0.007));
gl_FragColor = vec4(color,1.0);
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}