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@ -9,12 +9,13 @@ uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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float random (in float x) {
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return fract(sin(x)*1e4);
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}
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float random (in float x) { return fract(sin(x)*1e4); }
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float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123); }
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float random (in vec2 st) {
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return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
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float grid(vec2 st, float res){
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vec2 grid = fract(st*res);
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return 1.0-(step(0.005*res,grid.x) * step(0.005*res,grid.y));
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}
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void main() {
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@ -23,18 +24,21 @@ void main() {
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vec3 color = vec3(0.0);
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float t = u_time*24.*2.;
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vec2 grid = vec2(100.0,2.0);
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float t = u_time*max(grid.x,grid.y);
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vec2 grid = vec2(2.0,50.0);
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vec2 ipos = floor(st*grid);
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vec2 fpos = fract(st*grid);
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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) ;
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float value = random(floor(ipos.x+t));
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if (ipos.x == 0.) {
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if (mod(ipos.y,2.) == 0.) {
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fpos = 1.0-fpos;
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}
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color += step(fpos.x*1.5,value);
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color += step(fpos.y*1.5,value);
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color += vec3(0.5,0.,0.)*grid(st,2.)+vec3(0.2)*grid(st,10.0);
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gl_FragColor = vec4(color,1.0);
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}
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