2015-03-19 21:06:41 +00:00
|
|
|
// 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;
|
|
|
|
|
2015-05-01 20:05:55 +00:00
|
|
|
float random (in vec2 st) {
|
|
|
|
return fract(sin(dot(st.xy,
|
2015-03-19 21:06:41 +00:00
|
|
|
vec2(12.9898,78.233)))*
|
|
|
|
43758.5453123);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Based on Morgan McGuire @morgan3d
|
|
|
|
// https://www.shadertoy.com/view/4dS3Wd
|
2015-05-01 20:05:55 +00:00
|
|
|
float noise (in vec2 st) {
|
|
|
|
vec2 i = floor(st);
|
|
|
|
vec2 f = fract(st);
|
2015-03-19 21:06:41 +00:00
|
|
|
|
|
|
|
// Four corners in 2D of a tile
|
|
|
|
float a = random(i);
|
|
|
|
float b = random(i + vec2(1.0, 0.0));
|
|
|
|
float c = random(i + vec2(0.0, 1.0));
|
|
|
|
float d = random(i + vec2(1.0, 1.0));
|
|
|
|
|
|
|
|
vec2 u = f * f * (3.0 - 2.0 * f);
|
|
|
|
|
|
|
|
return mix(a, b, u.x) +
|
|
|
|
(c - a)* u.y * (1.0 - u.x) +
|
|
|
|
(d - b) * u.x * u.y;
|
|
|
|
}
|
|
|
|
|
2015-05-01 20:05:55 +00:00
|
|
|
mat2 rotate2d(float angle){
|
|
|
|
return mat2(cos(angle),-sin(angle),
|
|
|
|
sin(angle),cos(angle));
|
2015-03-19 21:06:41 +00:00
|
|
|
}
|
|
|
|
|
2015-05-01 20:05:55 +00:00
|
|
|
float lines(in vec2 pos, float angle, float b){
|
2015-03-19 21:06:41 +00:00
|
|
|
float scale = 10.0;
|
2015-05-01 20:05:55 +00:00
|
|
|
pos *= scale;
|
|
|
|
pos = rotate2d( angle ) * pos;
|
2015-03-19 21:06:41 +00:00
|
|
|
return smoothstep(0.0,
|
2015-05-01 20:05:55 +00:00
|
|
|
0.5+b*0.5,
|
|
|
|
abs((sin(pos.x*3.1415)+b*2.0))*0.5);
|
2015-03-19 21:06:41 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void main() {
|
|
|
|
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
|
|
|
vec3 color = vec3(0.0);
|
|
|
|
|
|
|
|
vec2 pos = vec2(st*5.0);
|
|
|
|
|
|
|
|
float pattern = pos.x;
|
|
|
|
|
|
|
|
// Stripes
|
|
|
|
// pattern = lines(pos*0.1, 0.0, 0.5 );
|
|
|
|
|
|
|
|
// Add noise
|
|
|
|
// pattern = lines(pos, noise(pos), 0.5 );
|
|
|
|
|
|
|
|
// Strech the noise pattern
|
|
|
|
//pattern = lines(pos, noise(pos*vec2(2.,0.5)),0.5);
|
|
|
|
|
|
|
|
color = mix(vec3(0.275,0.145,0.059),
|
|
|
|
vec3(0.761,0.529,0.239),
|
|
|
|
pattern*1.7);
|
|
|
|
|
|
|
|
gl_FragColor = vec4(color,1.0);
|
|
|
|
}
|