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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#define PI 3.14159265358979323846
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#define TWO_PI 6.28318530717958647693
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#define PHI 1.618033988749894848204586834
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uniform vec2 u_resolution;
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uniform float u_time;
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vec2 tile(vec2 _st, float _zoom){
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_st *= _zoom;
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return fract(_st);
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}
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float X(vec2 _st, float _width){
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float pct0 = smoothstep(_st.x-_width,_st.x,_st.y);
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pct0 *= 1.-smoothstep(_st.x,_st.x+_width,_st.y);
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float pct1 = smoothstep(_st.x-_width,_st.x,1.0-_st.y);
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pct1 *= 1.-smoothstep(_st.x,_st.x+_width,1.0-_st.y);
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return pct0+pct1;
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}
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void main(void){
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st = tile(st,10.0);
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2017-08-19 10:11:58 +00:00
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2015-03-15 15:35:14 +00:00
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vec3 color = vec3(X(st,0.03));
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2017-08-19 10:11:58 +00:00
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gl_FragColor = vec4(color,1.0);
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}
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