mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-01 21:40:27 +00:00
65 lines
1.5 KiB
GLSL
65 lines
1.5 KiB
GLSL
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// Author @patriciogv - 2015 - patriciogonzalezvivo.com
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#ifdef GL_OES_standard_derivatives
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#extension GL_OES_standard_derivatives : enable
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#endif
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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vec2 skew (vec2 st) {
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vec2 r = vec2(0.0);
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r.x = 1.1547*st.x;
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r.y = st.y+0.5*r.x;
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return r;
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}
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vec3 simplexGrid (vec2 st) {
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vec3 xyz = vec3(0.0);
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vec2 p = fract(skew(st));
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if (p.x > p.y) {
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xyz.xy = 1.0-vec2(p.x,p.y-p.x);
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xyz.z = p.y;
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} else {
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// xyz.yz = 1.0-vec2(p.x-p.y,p.y);
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// xyz.x = p.x;
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xyz.zx = 1.-vec2(p.x-p.y,p.y);
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xyz.y = p.x;
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}
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return fract(xyz);
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}
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// Antialiazed Step function
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// from http://webstaff.itn.liu.se/~stegu/webglshadertutorial/shadertutorial.html
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float aastep(float threshold, float value) {
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#ifdef GL_OES_standard_derivatives
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float afwidth = 0.7 * length(vec2(dFdx(value), dFdy(value)));
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return smoothstep(threshold-afwidth, threshold+afwidth, value);
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#else
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return step(threshold, value);
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#endif
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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.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0);
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float t = smoothstep(0.,1.,abs(sin(u_time*0.4)));
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// Scale the space to see the grid
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st *= 1.733;
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st *= 2.;
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vec3 S = simplexGrid(st*3.);
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// color = S;
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color += step(.5,sin(.5-S.b*3.1415*6.));
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gl_FragColor = vec4(color,1.0);
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}
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