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@ -17,30 +17,38 @@ 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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}
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float randomSerie(float x, float freq, float t) {
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return step(.8,random( floor(x*freq)-floor(t) ));
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float pattern(vec2 st, vec2 v, float t) {
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vec2 p = floor(st+v);
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return step(t, random(100.+p*.000001)+random(p.x)*0.5 );
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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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st *= vec2(100.0,50.);
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vec2 ivec = floor(st); // integer
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vec2 fvec = fract(st); // fraction
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vec3 color = vec3(0.0);
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vec2 vel = vec2(u_time*100.); // time
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vel *= vec2(-1.,0.0) * random(ivec.y); // direction
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float cols = 2.;
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float freq = random(floor(u_time))+abs(atan(u_time)*0.1);
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float t = 60.+u_time*(1.0-freq)*30.;
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// vel *= (step(1., mod(ivec.y,2.0))-0.5)*2.; // Oposite directions
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// Move
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ivec += floor(vel);
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if (fract(st.x*cols* 0.5) < 0.5){
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t *= -1.0;
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}
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// Assign a random value base on the integer coord
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vec2 offset = vec2(0.25,0.);
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freq += random(floor(st.x));
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vec3 color = vec3(0.);
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color.r = pattern(st+offset,vel,0.5+u_mouse.x/u_resolution.x);
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color.g = pattern(st,vel,0.5+u_mouse.x/u_resolution.x);
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color.b = pattern(st-offset,vel,0.5+u_mouse.x/u_resolution.x);
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float offset = 0.025;
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color = vec3(randomSerie(st.y, freq*100., t+offset),
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randomSerie(st.y, freq*100., t),
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randomSerie(st.y, freq*100., t-offset));
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// Margins
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color *= step(0.2,fvec.y);
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gl_FragColor = vec4(color,1.0);
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gl_FragColor = vec4(1.0-color,1.0);
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}
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