pull/14/head
Patricio Gonzalez Vivo 9 years ago
parent 04f4ecf577
commit 4056f84d81

@ -9,22 +9,16 @@ 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 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;
st *= vec2(100.0,50.);
vec3 color = vec3(0.0);
st *= vec2(100.0,50.);
vec2 ivec = floor(st); // integer
vec2 fvec = fract(st); // fraction
@ -37,7 +31,7 @@ void main() {
// Move
ivec += floor(vel);
// Assign a random value base on the integer coord
color = vec3(1.0-step(.8,random(ivec)));
color = vec3(step(.8,random(ivec)));
gl_FragColor = vec4(color,1.0);
}

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