thebookofshaders/08/matrix.frag

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// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
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uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float random(in float x){
return fract(sin(x)*43758.5453);
}
float random(in vec2 st){
return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float rchar(in vec2 outer,in vec2 inner){
float grid = 5.;
vec2 margin = vec2(.2,.05);
float seed = 23.;
vec2 borders = step(margin,inner)*step(margin,1.-inner);
return step(.5,random(outer*seed+floor(inner*grid))) * borders.x * borders.y;
}
vec3 matrix(in vec2 st){
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float rows = 80.0;
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vec2 ipos = floor(st*rows);
ipos += vec2(.0,floor(u_time*20.*random(ipos.x)));
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vec2 fpos = fract(st*rows);
vec2 center = (.5-fpos);
float pct = random(ipos);
float glow = (1.-dot(center,center)*3.)*2.0;
// vec3 color = vec3(0.643,0.851,0.690) * ( rchar(ipos,fpos) * pct );
// color += vec3(0.027,0.180,0.063) * pct * glow;
return vec3(rchar(ipos,fpos) * pct * glow);
}
void main(){
vec2 st = gl_FragCoord.st/u_resolution.xy;
st.y *= u_resolution.y/u_resolution.x;
vec3 color = vec3(0.0);
color = matrix(st);
gl_FragColor = vec4( 1.-color , 1.0);
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}