more ikeda random

pull/14/head
Patricio Gonzalez Vivo 9 years ago
parent 3b267b3ec4
commit 04f4ecf577

@ -0,0 +1,46 @@
// 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;
float random (in float x) {
return fract(sin(x)*1e4);
}
float random (in vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
}
float randomSerie(float x, float freq, float t) {
return step(.8,random( floor(x*freq)-floor(t) ));
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
float cols = 2.;
float freq = random(floor(u_time))+abs(atan(u_time)*0.1);
float t = 60.+u_time*(1.0-freq)*30.;
if (fract(st.x*cols* 0.5) < 0.5){
t *= -1.0;
}
freq += random(floor(st.x));
float offset = 0.025;
color = vec3(randomSerie(st.y, freq*100., t+offset),
randomSerie(st.y, freq*100., t),
randomSerie(st.y, freq*100., t-offset));
gl_FragColor = vec4(color,1.0);
}

@ -0,0 +1,40 @@
// 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;
float random (in float x) {
return fract(sin(x)*1e4);
}
float random (in vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
float t = u_time*24.*2.;
vec2 grid = vec2(2.0,50.0);
vec2 ipos = floor(st*grid);
vec2 fpos = fract(st*grid);
float value = random(floor(ipos.y+t));// * pow(smoothstep(0.,.2,(1.0-ipos.y/grid.y)),.9)*mix((0.5+ipos.y/grid.y),1.0,1.0-ipos.y/grid.y) ;
if (ipos.x == 0.) {
fpos = 1.0-fpos;
}
color += step(fpos.x*1.5,value);
gl_FragColor = vec4(color,1.0);
}

@ -9,6 +9,10 @@ uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float random (in float x) {
return fract(sin(x)*1e4);
}
float random (in vec2 _st) {
return fract(sin(dot(_st.xy,
vec2(12.9898,78.233)))*
@ -17,22 +21,23 @@ float random (in vec2 _st) {
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st *= vec2(10.0,100.);
st.x *= u_resolution.x/u_resolution.y;
st *= vec2(100.0,50.);
vec3 color = vec3(0.0);
vec2 ivec = floor(st); // integer
vec2 fvec = fract(st); // fraction
vec2 vel = floor(vec2(u_time*10.)); // time
vel *= vec2(-1.,0.); // direction
vel *= (step(1., mod(ivec.y,2.0))-0.5)*2.;
ivec += vel;
// vel *= (step(1., mod(ivec.y,2.0))-0.5)*2.; // Oposite directions
vel *= random(ivec.y); // random speed
// Move
ivec += floor(vel);
// Assign a random value base on the integer coord
vec3 color = vec3( step(.8,random( ivec )));
// Un comment to see the subdivided grid
// color = vec3(fvec,0.0);
color = vec3(1.0-step(.8,random(ivec)));
gl_FragColor = vec4(color,1.0);
}

@ -0,0 +1,46 @@
// 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;
float random (in float x) {
return fract(sin(x)*1e4);
}
float random (in vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
}
float randomSerie(float x, float freq, float t) {
return step(.8,random( floor(x*freq)-floor(t) ));
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
float cols = 2.;
float freq = random(floor(u_time))+abs(atan(u_time)*0.1);
float t = 60.+u_time*(1.0-freq)*30.;
if (fract(st.x*cols* 0.5) < 0.5){
t *= -1.0;
}
freq += random(floor(st.x));
float offset = 0.025;
color = vec3(randomSerie(st.y, freq*100., t+offset),
randomSerie(st.y, freq*100., t),
randomSerie(st.y, freq*100., t-offset));
gl_FragColor = vec4(color,1.0);
}
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