fixing licenses
parent
d76550f41b
commit
67cdcf2af6
@ -1,42 +0,0 @@
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// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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// My own port of this processing code by @beesandbombs
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// https://dribbble.com/shots/1696376-Circle-wave
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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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mat2 rotate2d(float _angle){
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return mat2(cos(_angle),-sin(_angle),
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sin(_angle),cos(_angle));
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}
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float circleWave(vec2 st, float radius) {
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st = vec2(0.5)-st;
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float r = length(st)*2.0;
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float a = atan(st.y,st.x);
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float m = abs(mod(a+u_time*2.,3.14*2.)-3.14)/3.6;
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float f = (cos(a*10.)*.1*pow(m,2.))+radius;
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return 1.-smoothstep(f,f+0.007,r);
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}
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float circleWaveLine(vec2 st, float radius, float width) {
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return circleWave(st,radius)-circleWave(st,radius-width);
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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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vec3 color = vec3(1.0) * circleWaveLine(st,0.8,0.02);
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st -= vec2(0.5);
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st = rotate2d(.314)*st;
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st += vec2(0.5);
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color = mix(color,vec3(1.0),circleWaveLine(st,0.8,0.02));
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gl_FragColor = vec4( color, 1.0 );
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}
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@ -1,50 +0,0 @@
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// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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// My own port of this processing code by @beesandbombs
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// https://dribbble.com/shots/1698964-Circle-wave-II.
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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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mat2 rotate2d(float _angle){
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return mat2(cos(_angle),-sin(_angle),
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sin(_angle),cos(_angle));
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}
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float circleWave(vec2 st, float radius) {
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st = vec2(0.5)-st;
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float r = length(st)*2.0;
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float a = atan(st.y,st.x);
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float m = abs(mod(a+u_time*2.,3.14*2.)-3.14)/3.6;
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float f = cos(a*10.)*.1*pow(m,3.)+radius;
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return 1.-smoothstep(f,f+0.007,r);
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}
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float circleWaveLine(vec2 st, float radius, float width) {
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return circleWave(st,radius)-circleWave(st,radius-width);
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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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vec3 color = vec3(0.0);
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float alpha = .8;
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float size = .8;
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float width = 0.03;
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color += vec3(1.000,0.232,0.565) * circleWaveLine(st,size,width) * alpha;
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st -= vec2(0.5);
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st = rotate2d(1.004)*st;
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st += vec2(0.5);
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color += vec3(0.267,.850,0.308) * circleWaveLine(st,size,width) * alpha;
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st -= vec2(0.5);
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st = rotate2d(1.04)*st;
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st += vec2(0.5);
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color += vec3(0.489,0.630,1.000) * circleWaveLine(st,size,width) * alpha;
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gl_FragColor = vec4( color, 1.0 );
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}
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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI 3.14159265359
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uniform vec2 u_resolution;
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uniform float u_time;
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mat2 rotate2d(float angle){
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return mat2(cos(angle),-sin(angle),
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sin(angle),cos(angle));
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}
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float boxDF(vec2 st, float size) {
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st = st*2.-1.;
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return length(max(abs(st)-size,.0));
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}
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float box(vec2 st, float size, float radio) {
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radio = max(radio,.000001);
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return 1.-step(radio,boxDF(st,size-radio));
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}
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float cross(vec2 st, float radio) {
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float size = .25;
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size *= (1.0-radio*2.);
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return box(st,size,radio) +
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box(st+vec2(.0,size*(1.0-radio*2.)),size,min(radio,size)) +
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box(st+vec2(.0,-size*(1.0-radio*2.)),size,min(radio,size)) +
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box(st+vec2(size*(1.0-radio*2.),.0),size,min(radio,size)) +
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box(st+vec2(-size*(1.0-radio*2.),.0),size,min(radio,size));
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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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st -= vec2(0.5);
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st = rotate2d( sin(u_time)*PI ) * st;
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st += vec2(0.5);
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// Add the shape on the foreground
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color += cross(st,(1.0-abs(sin(u_time)))*.5);
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gl_FragColor = vec4(color,1.0);
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}
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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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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 float u_time;
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float box(vec2 _st, vec2 _size){
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_size = vec2(0.5) - _size*0.5;
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vec2 uv = smoothstep(_size,
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_size+vec2(0.0001),
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_st);
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uv *= smoothstep(_size,
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_size+vec2(0.0001),
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vec2(1.0)-_st);
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return uv.x*uv.y;
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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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float pct = box(st, vec2(0.9,0.3)) + box(st, vec2(0.3,0.9));
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gl_FragColor = vec4( vec3(1.-pct),pct );
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}
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// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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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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mat2 rotate2d(float angle){
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return mat2(cos(angle),-sin(angle),
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sin(angle),cos(angle));
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}
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float stripes(vec2 st, float angle){
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st = rotate2d(angle) * st*10.;
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return 1.0-abs(sin(st.x*3.1415));
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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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vec3 color = vec3(.0);
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vec2 pos = vec2(0.5)-st;
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float t = u_time*.5;
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float r = dot(pos,pos)*4.;
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st *= 2.;
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float pattern = sin(fract(r+t)*3.1415);
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pattern = mix(stripes(st,-0.786375),stripes(st,0.786375),pattern);
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gl_FragColor = vec4( vec3(smoothstep(.4,.5,pattern)), 1.0 );
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}
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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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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 tile(vec2 _st, float _zoom){
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_st *= _zoom;
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return fract(_st);
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}
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float circle(vec2 _st, float _radius){
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vec2 pos = vec2(0.5)-_st;
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_radius *= 0.75;
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return 1.-smoothstep(_radius-(_radius*0.05),_radius+(_radius*0.05),dot(pos,pos)*3.14);
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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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float pct = 0.0;
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vec2 st_i = floor(st*10.);
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pct += abs(mod(st_i.x,2.)-mod(st_i.y,2.));
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gl_FragColor = vec4(vec3(pct),1.0);
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}
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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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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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float rows = 10.0;
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vec2 brickTile(vec2 _st, float _zoom){
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_st *= _zoom;
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if (fract(_st.y * 0.5) > 0.5){
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_st.x += 0.5;
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}
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return fract(_st);
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}
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float circle(vec2 _st, float _radius){
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vec2 pos = vec2(0.5)-_st;
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_radius *= 0.75;
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return 1.-smoothstep(_radius-(_radius*0.01),_radius+(_radius*0.01),dot(pos,pos)*3.14);
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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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vec2 pos = vec2(0.5)-st;
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st = brickTile(st,20.);
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float t = u_time*.5;
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float r = dot(pos,pos)*4.;
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st *= 2.;
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float pattern = sin(fract(r+t)*3.1415);
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vec3 color = vec3(circle(st, pattern));
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gl_FragColor = vec4(color,1.0);
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}
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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D u_tex0;
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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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float rows = 100.0;
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vec2 brickTile(vec2 _st, float _zoom){
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_st *= _zoom;
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if (fract(_st.y * 0.5) > 0.5) {
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_st.x += 0.5;
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}
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return fract(_st);
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}
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float circle(vec2 _st, float _radius){
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vec2 pos = vec2(0.5)-_st;
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_radius *= 0.75;
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return 1.-smoothstep(_radius-(_radius*0.01),_radius+(_radius*0.01),dot(pos,pos)*3.14);
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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 = (st-.5)*1.02+.5;
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st.x *= u_resolution.x/u_resolution.y;
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vec2 pos = st;
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float grid = 50.;
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st *= grid;
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if (fract(st.y * 0.5) > 0.5){
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st.x += 0.5;
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pos.x += 0.5/grid;
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}
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float pattern = texture2D(u_tex0,clamp(floor(pos*grid)/grid+vec2(.5,.5)/grid,vec2(0.),vec2(1.))).r;
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pattern = circle(fract(st), smoothstep(0.1,1.,pattern));
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gl_FragColor = vec4(pattern,0.,0.,pattern);
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}
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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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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 tile(vec2 _st, float _zoom){
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_st *= _zoom;
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return fract(_st);
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}
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float circle(vec2 _st, float _radius){
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vec2 pos = vec2(0.5)-_st;
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_radius *= 0.75;
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return 1.-smoothstep(_radius-(_radius*0.05),_radius+(_radius*0.05),dot(pos,pos)*3.14);
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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 = tile(st,5.);
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float size = .45;
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float pct = circle(st,size);
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st = abs(st-.5);
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pct += circle(st,size);
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gl_FragColor = vec4(vec3(pct),1.0);
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}
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// Author @patriciogv ( patricio.io ) - 2015
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// Inspired by the Patterns of Nina Warmerdam ( www.behance.net/ninawarmerdam )
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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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float aastep(float threshold, float value) {
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#ifdef GL_OES_standard_derivatives
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float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
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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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vec2 brickTile(vec2 st, float zoom){
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st *= zoom;
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if (fract(st.y * 0.5) > 0.5){
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st.x += 0.5;
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}
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return fract(st);
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}
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float circleDF(vec2 st){
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vec2 pos = vec2(0.5)-st;
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return dot(pos,pos)*3.14;
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}
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float circle(vec2 st, float radius){
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radius *= 0.75;
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return 1.-aastep(radius,circleDF(st));
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}
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float dots(vec2 st, float size){
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st = brickTile(st, 2.);
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return circle(st, size);
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}
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float dotsDF(vec2 st){
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st = brickTile(st, 2.);
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return circleDF(st);
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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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vec2 IN = st;
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vec2 OUT = st*2.;
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float pct = 1.0-fract(u_mouse.y/u_resolution.y);
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pct = pow(pct,6.);
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float d = 0.0;
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// d = mix(dots(fract(IN),(1.-pct)), dots(fract(OUT),pct), pct);
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// d = mix(dotsDF(fract(IN)), dotsDF(fract(OUT)), pct);
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d = dotsDF(fract(IN))*(1.-pct) + dotsDF(fract(OUT))*pct;
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d = aastep(.21,d);
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color = vec3(d);
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gl_FragColor = vec4(color,1.0);
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}
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// Author @patriciogv ( patricio.io ) - 2015
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// Inspired by the Patterns of Nina Warmerdam ( www.behance.net/ninawarmerdam )
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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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float aastep(float threshold, float value) {
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#ifdef GL_OES_standard_derivatives
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float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
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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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vec2 brickTile(vec2 st, float zoom){
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st *= zoom;
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if (fract(st.y * 0.5) > 0.5){
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st.x += 0.5;
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}
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return fract(st);
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}
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float circleDF(vec2 st){
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return dot(st,st);
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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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vec2 IN = st;
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vec2 OUT = st*2.;
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float pct = 1.0-fract(u_mouse.y/u_resolution.y);
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float A = circleDF(vec2(0.5)-st);
|
||||
float B = circleDF(vec2(0.25)-st)*5.;
|
||||
B = min(B, circleDF(vec2(0.75,0.25)-st)*5.);
|
||||
B = min(B, circleDF(vec2(0.5,0.75)-st)*5.);
|
||||
B = min(B, circleDF(vec2(0.,0.75)-st)*5.);
|
||||
B = min(B, circleDF(vec2(1.,0.75)-st)*5.);
|
||||
|
||||
float d = 0.0;
|
||||
d = mix(A,B,pct);
|
||||
d = aastep(.21,d);
|
||||
color = vec3(d);
|
||||
|
||||
gl_FragColor = vec4(color,1.0);
|
||||
}
|
@ -1,30 +0,0 @@
|
||||
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform vec2 u_mouse;
|
||||
uniform float u_time;
|
||||
|
||||
vec2 tile(vec2 _st, float _zoom){
|
||||
_st *= _zoom;
|
||||
return fract(_st);
|
||||
}
|
||||
|
||||
float circle(vec2 _st, float _radius){
|
||||
vec2 pos = vec2(0.5)-_st;
|
||||
_radius *= 0.75;
|
||||
return 1.-smoothstep(_radius-(_radius*0.05),_radius+(_radius*0.05),dot(pos,pos)*3.14);
|
||||
}
|
||||
|
||||
void main(){
|
||||
|
||||
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
||||
st.x *= u_resolution.x/u_resolution.y;
|
||||
st = tile(st,5.);
|
||||
vec3 color = vec3(circle(st, 0.2));
|
||||
|
||||
gl_FragColor = vec4(color,1.0);
|
||||
}
|
@ -1,28 +0,0 @@
|
||||
// Author @patriciogv - 2015 - patricio.io
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#define PI 3.14159265358979323846
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform vec2 u_mouse;
|
||||
uniform float u_time;
|
||||
|
||||
bool grid(vec2 _pos, float _res){
|
||||
vec2 grid = fract(_pos*_res*250.);
|
||||
return grid.x < _res || grid.y < _res;
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 st = gl_FragCoord.xy/u_resolution.xy-vec2(.5);
|
||||
st.x *= u_resolution.x/u_resolution.y;
|
||||
|
||||
vec3 color = vec3(0.0);
|
||||
|
||||
if(grid(st,0.01)) color += vec3(0.25);
|
||||
if(grid(st,0.1)) color += vec3(0.15);
|
||||
|
||||
gl_FragColor = vec4(color,1.0);
|
||||
}
|
@ -1,33 +0,0 @@
|
||||
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time;
|
||||
|
||||
vec2 tile(vec2 _st, float _zoom){
|
||||
_st *= _zoom;
|
||||
return fract(_st);
|
||||
}
|
||||
|
||||
float X(vec2 _st, float _width){
|
||||
float pct0 = smoothstep(_st.x-_width,_st.x,_st.y);
|
||||
pct0 *= 1.-smoothstep(_st.x,_st.x+_width,_st.y);
|
||||
|
||||
float pct1 = smoothstep(_st.x-_width,_st.x,1.0-_st.y);
|
||||
pct1 *= 1.-smoothstep(_st.x,_st.x+_width,1.0-_st.y);
|
||||
|
||||
return pct0+pct1;
|
||||
}
|
||||
|
||||
void main(void){
|
||||
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
||||
st.y *= u_resolution.y/u_resolution.x;
|
||||
|
||||
vec2 xy = st-vec2(.5);
|
||||
float grid = 1.0-X(tile(xy,10.+20.0*dot(xy,xy)),0.05);
|
||||
|
||||
gl_FragColor = vec4(vec3(grid),1.0);
|
||||
}
|
@ -1,38 +0,0 @@
|
||||
// Author @patriciogv - 2015 - patricio.io
|
||||
#extension GL_OES_standard_derivatives : enable
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
const float PI = 3.1415926535897932384626433832795;
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform vec2 u_mouse;
|
||||
uniform float u_time;
|
||||
|
||||
float aastep(float threshold, float value) {
|
||||
#ifdef GL_OES_standard_derivatives
|
||||
float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
|
||||
return smoothstep(threshold-afwidth, threshold+afwidth, value);
|
||||
#else
|
||||
return step(threshold, value);
|
||||
#endif
|
||||
}
|
||||
|
||||
mat2 rotate2d(float angle){
|
||||
return mat2(cos(angle),-sin(angle),
|
||||
sin(angle),cos(angle));
|
||||
}
|
||||
float stripes(vec2 st){
|
||||
st = rotate2d(.72)*st;
|
||||
st *= 92.;
|
||||
return aastep(.3,abs(sin(st.y*3.14159265358)));
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
||||
st.x *= u_resolution.x/u_resolution.y;
|
||||
|
||||
vec3 color = vec3(stripes(st));
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
@ -1,34 +0,0 @@
|
||||
// Author @patriciogv - 2015 - patricio.io
|
||||
#extension GL_OES_standard_derivatives : enable
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
const float PI = 3.1415926535897932384626433832795;
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform vec2 u_mouse;
|
||||
uniform float u_time;
|
||||
|
||||
float aastep(float threshold, float value) {
|
||||
#ifdef GL_OES_standard_derivatives
|
||||
float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
|
||||
return smoothstep(threshold-afwidth, threshold+afwidth, value);
|
||||
#else
|
||||
return step(threshold, value);
|
||||
#endif
|
||||
}
|
||||
|
||||
float stripes(vec2 st, float width){
|
||||
return aastep(width,abs(sin(st.y*3.14159265358)));
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
||||
st.x *= u_resolution.x/u_resolution.y;
|
||||
|
||||
vec2 pos = st;
|
||||
pos.y += sin(pos.x*30.)*.01;
|
||||
vec3 color = vec3(stripes(pos*92.,.4));
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
@ -1,35 +0,0 @@
|
||||
// Author @patriciogv - 2015 - patricio.io
|
||||
#extension GL_OES_standard_derivatives : enable
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
const float PI = 3.1415926535897932384626433832795;
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform vec2 u_mouse;
|
||||
uniform float u_time;
|
||||
|
||||
float aastep(float threshold, float value) {
|
||||
#ifdef GL_OES_standard_derivatives
|
||||
float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
|
||||
return smoothstep(threshold-afwidth, threshold+afwidth, value);
|
||||
#else
|
||||
return step(threshold, value);
|
||||
#endif
|
||||
}
|
||||
|
||||
float stripes(vec2 st, float width){
|
||||
return aastep(width,abs(sin(st.y*3.14159265358)));
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
||||
st.x *= u_resolution.x/u_resolution.y;
|
||||
|
||||
vec2 pos = fract(st*30.);
|
||||
pos.y += mix(fract(pos.x),fract(1.0-pos.x),step(.5,pos.x))*3.;
|
||||
vec3 color = vec3(stripes(pos,.3));
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
Binary file not shown.
Before Width: | Height: | Size: 1.1 MiB |
@ -1,41 +0,0 @@
|
||||
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time;
|
||||
|
||||
vec2 tile (vec2 st, float _zoom) {
|
||||
st *= _zoom;
|
||||
return fract(st);
|
||||
}
|
||||
|
||||
vec2 seamlessTile(vec2 st){
|
||||
st *= 2.0;
|
||||
float index = 0.0;
|
||||
index += step(1., mod(st.x,2.0));
|
||||
index += step(1., mod(st.y,2.0))*2.0;
|
||||
st = fract(st);
|
||||
if(index == 1.0){
|
||||
st.x = 1.0-st.x;
|
||||
} else if(index == 2.0){
|
||||
st.y = 1.0-st.y;
|
||||
} else if(index == 3.0){
|
||||
st = 1.0-st;
|
||||
}
|
||||
return st;
|
||||
}
|
||||
|
||||
void main (void) {
|
||||
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
||||
|
||||
st = tile(st,1.0);
|
||||
st = seamlessTile(st);
|
||||
|
||||
|
||||
// step(st.x,st.y) just makes a b&w triangles
|
||||
// but you can use whatever design you want.
|
||||
gl_FragColor = vec4(vec3(step(st.x,st.y)),1.0);
|
||||
}
|
@ -1,36 +0,0 @@
|
||||
// Author @patriciogv - 2015
|
||||
// Title: Wave
|
||||
|
||||
#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);
|
||||
|
||||
vec2 grid = vec2(100.0,2.0);
|
||||
|
||||
float t = u_time*max(grid.x,grid.y);
|
||||
|
||||
vec2 ipos = floor(st*grid);
|
||||
vec2 fpos = fract(st*grid);
|
||||
|
||||
float value = random(floor(ipos.x+t));
|
||||
|
||||
if (mod(ipos.y,2.) == 0.) {
|
||||
fpos = 1.0-fpos;
|
||||
}
|
||||
color += step(fpos.y*1.5,value);
|
||||
|
||||
gl_FragColor = vec4(color,1.0);
|
||||
}
|
Binary file not shown.
Before Width: | Height: | Size: 1.1 KiB |
@ -1,40 +0,0 @@
|
||||
// Author @patriciogv - 2015
|
||||
// Title: DeFrag
|
||||
|
||||
#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;
|
||||
|
||||
st *= vec2(100.0,50.);
|
||||
|
||||
vec2 ipos = floor(st); // integer
|
||||
vec2 fpos = fract(st); // fraction
|
||||
|
||||
vec2 vel = floor(vec2(u_time*10.)); // time
|
||||
vel *= vec2(-1.,0.); // direction
|
||||
|
||||
vel *= (step(1., mod(ipos.y,2.0))-0.5)*2.; // Oposite directions
|
||||
vel *= random(ipos.y); // random speed
|
||||
|
||||
// Move
|
||||
ipos += floor(vel);
|
||||
// Assign a random value base on the integer coord
|
||||
|
||||
float pct = 1.0;
|
||||
pct *= random(ipos);
|
||||
pct *= step(.1,fpos.x)*step(.1,fpos.y); // margin
|
||||
pct = step(0.001+u_mouse.x/u_resolution.x,pct); // threshold
|
||||
|
||||
gl_FragColor = vec4(vec3(pct),1.0);
|
||||
}
|
Binary file not shown.
Before Width: | Height: | Size: 217 B |
Binary file not shown.
Before Width: | Height: | Size: 807 B |
Binary file not shown.
Before Width: | Height: | Size: 138 B |
@ -1,13 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
SHADER=$1
|
||||
SEC=$1
|
||||
|
||||
COUNTER=0
|
||||
for i in `seq -w 0.01 .031 $SEC`; do
|
||||
echo $i
|
||||
`glslViewer $SHADER -s $i -o frame-$COUNTER.png`
|
||||
let COUNTER=COUNTER+1
|
||||
done
|
||||
|
||||
convert -delay 3.5 -loop 1 frame-*.png animated.gif
|
@ -1,42 +0,0 @@
|
||||
// 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 noise (in float x) {
|
||||
float i = floor(x);
|
||||
float f = fract(x);
|
||||
float u = f * f * (3.0 - 2.0 * f);
|
||||
return mix(random(i), random(i + 1.0), u);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
||||
st.x *= u_resolution.x/u_resolution.y;
|
||||
|
||||
vec3 color = vec3(0.0);
|
||||
|
||||
vec2 grid = vec2(20.0,2.0);
|
||||
|
||||
float t = u_time*max(grid.x,grid.y)*.5;
|
||||
|
||||
vec2 ipos = floor(st*grid);
|
||||
vec2 fpos = fract(st*grid);
|
||||
|
||||
float offset = ipos.x+floor(t);
|
||||
float value = pow(noise(offset*0.2),2.)+noise(offset*0.9)*.5;
|
||||
|
||||
if (mod(ipos.y,2.) == 0.) {
|
||||
fpos.y = 1.0-fpos.y;
|
||||
}
|
||||
color += step(fpos.y*1.5,value)*step(.5,fpos.x);
|
||||
|
||||
gl_FragColor = vec4(color,1.0);
|
||||
}
|
@ -1,49 +0,0 @@
|
||||
// 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(1e4 * sin(17.0 * st.x + st.y * 0.1) * (0.1 + abs(sin(st.y * 13.0 + st.x)))); }
|
||||
|
||||
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;
|
||||
if (u_resolution.x>u_resolution.y) {
|
||||
st.x *= u_resolution.x/u_resolution.y;
|
||||
} else {
|
||||
st.y *= u_resolution.y/u_resolution.x;
|
||||
}
|
||||
vec2 grid = vec2(100.0,50.);
|
||||
st *= grid;
|
||||
|
||||
vec2 ipos = floor(st); // integer
|
||||
vec2 fpos = fract(st); // fraction
|
||||
|
||||
vec2 vel = vec2(u_time*2.*max(grid.x,grid.y)); // time
|
||||
vel *= vec2(-1.,0.0) * random(1.0+ipos.y); // direction
|
||||
|
||||
// Assign a random value base on the integer coord
|
||||
vec2 offset = vec2(0.3,0.);
|
||||
float pct = 0.5;//u_mouse.x/u_resolution.x;
|
||||
|
||||
vec3 color = vec3(0.);
|
||||
color.r = pattern(st+offset,vel,0.5+pct);
|
||||
color.g = pattern(st,vel,0.5+pct);
|
||||
color.b = pattern(st-offset,vel,0.5+pct);
|
||||
|
||||
// Margins
|
||||
color *= step(0.2,fpos.y);
|
||||
|
||||
gl_FragColor = vec4(color,1.0);
|
||||
}
|
@ -1,55 +0,0 @@
|
||||
// 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;
|
||||
|
||||
// Grid
|
||||
vec2 grid = vec2(100.0,50.);
|
||||
st *= grid;
|
||||
|
||||
vec2 ipos = floor(st); // integer
|
||||
|
||||
vec2 vel = floor(vec2(u_time*10.)); // time
|
||||
vel *= vec2(-1.,0.); // direction
|
||||
|
||||
vel *= (step(1., mod(ipos.y,2.0))-0.5)*2.; // Oposite directions
|
||||
vel *= random(ipos.y); // random speed
|
||||
|
||||
// 100%
|
||||
float totalCells = grid.x*grid.y;
|
||||
float t = mod(u_time*max(grid.x,grid.y)+floor(1.0+u_time*u_mouse.y),totalCells);
|
||||
vec2 head = vec2(mod(t,grid.x), floor(t/grid.x));
|
||||
|
||||
vec2 offset = vec2(0.1,0.);
|
||||
|
||||
vec3 color = vec3(1.0);
|
||||
color *= step(grid.y-head.y,ipos.y); // Y
|
||||
color += (1.0-step(head.x,ipos.x))*step(grid.y-head.y,ipos.y+1.); // X
|
||||
color = clamp(color,vec3(0.),vec3(1.));
|
||||
|
||||
// Assign a random value base on the integer coord
|
||||
color.r *= random(floor(st+vel+offset));
|
||||
color.g *= random(floor(st+vel));
|
||||
color.b *= random(floor(st+vel-offset));
|
||||
|
||||
color = smoothstep(0.,.5+u_mouse.x/u_resolution.x*.5,color*color); // smooth
|
||||
color = step(0.5+u_mouse.x/u_resolution.x*0.5,color); // threshold
|
||||
|
||||
// Margin
|
||||
color *= step(.1,fract(st.x+vel.x))*step(.1,fract(st.y+vel.y));
|
||||
|
||||
gl_FragColor = vec4(color,1.0);
|
||||
}
|
@ -1,71 +0,0 @@
|
||||
// Author @patriciogv - 2015
|
||||
// http://patriciogonzalezvivo.com
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform sampler2D u_tex;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time;
|
||||
|
||||
float random(in float x){ return fract(sin(x)*43758.5453); }
|
||||
float random(in vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); }
|
||||
|
||||
float noise(in vec2 x) {
|
||||
vec2 i = floor(x);
|
||||
vec2 f = fract(x);
|
||||
|
||||
float a = random(i);
|
||||
float b = random(i + vec2(1.0, 0.0));
|
||||
float c = random(i + vec2(0.0, 1.0));
|
||||
float d = random(i + vec2(1.0, 1.0));
|
||||
|
||||
vec2 u = f * f * (3.0 - 2.0 * f);
|
||||
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
|
||||
}
|
||||
|
||||
float fbm( in vec2 p ){
|
||||
float s = 0.0;
|
||||
float m = 0.0;
|
||||
float a = 0.5;
|
||||
for(int i=0; i<2; i++ ){
|
||||
s += a * noise(p);
|
||||
m += a;
|
||||
a *= 0.5;
|
||||
p *= 2.0;
|
||||
}
|
||||
return s/m;
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 st = gl_FragCoord.st/u_resolution.xy;
|
||||
float aspect = u_resolution.x/u_resolution.y;
|
||||
|
||||
vec2 grain_st = st-.5;
|
||||
float grain = 0.0;
|
||||
grain = mix(1., 0.9, dot(grain_st,grain_st) + (fbm(gl_FragCoord.xy*0.6)*0.1) );
|
||||
|
||||
// Random blocks
|
||||
vec2 blocks_st = floor(st*vec2(5.*random(floor(u_time*10.)),10.*(1.+random(floor(u_time*3.))) ));
|
||||
float t = u_time*2.+random(blocks_st);
|
||||
float time_i = floor(t);
|
||||
float time_f = fract(t);
|
||||
float block = step(0.9,random(blocks_st+time_i))*(1.0-time_f);
|
||||
vec2 offset = vec2(block*0.01,block*0.005)+(1.0-grain)*.08;
|
||||
|
||||
vec4 color = vec4(1.);
|
||||
color.r = texture2D(u_tex,st+offset).r;
|
||||
color.g = texture2D(u_tex,st).r;
|
||||
color.b = texture2D(u_tex,st-offset).r;
|
||||
|
||||
color.a = max(texture2D(u_tex,st+offset).a,max(texture2D(u_tex,st).a, texture2D(u_tex,st-offset).a));
|
||||
|
||||
if (block > .5) {
|
||||
color.rgb = abs(block*grain-color.rgb);
|
||||
}
|
||||
|
||||
color.rgb *= 0.4+sin((st.y*3.1415+u_time)*500.);
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
@ -1,48 +0,0 @@
|
||||
// Author @patriciogv - 2015
|
||||
// http://patriciogonzalezvivo.com
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time;
|
||||
|
||||
float random(in float x){ return fract(sin(x)*43758.5453); }
|
||||
float random(in vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); }
|
||||
|
||||
float randomChar(vec2 outer,vec2 inner){
|
||||
float grid = 5.;
|
||||
vec2 margin = vec2(.2,.05);
|
||||
vec2 borders = step(margin,inner)*step(margin,1.-inner);
|
||||
vec2 ipos = floor(inner*grid);
|
||||
vec2 fpos = fract(inner*grid);
|
||||
return step(.5,random(outer*64.+ipos)) * borders.x * borders.y * step(0.01,fpos.x) * step(0.01,fpos.y);
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 st = gl_FragCoord.st/u_resolution.xy;
|
||||
if (u_resolution.x > u_resolution.y) {
|
||||
st.x *= u_resolution.x/u_resolution.y;
|
||||
} else {
|
||||
st.y *= u_resolution.y/u_resolution.y;
|
||||
}
|
||||
vec3 color = vec3(0.0);
|
||||
|
||||
float rows = 1.0;
|
||||
// rows = 3.0;
|
||||
rows = 12.0;
|
||||
//rows = 24.0;
|
||||
vec2 ipos = floor(st*rows);
|
||||
vec2 fpos = fract(st*rows);
|
||||
|
||||
ipos += vec2(0.,floor(u_time*20.*random(ipos.x+1.)));
|
||||
|
||||
float pct = 1.0;
|
||||
pct *= randomChar(ipos,fpos);
|
||||
// pct *= random(ipos);
|
||||
|
||||
color = vec3(pct);
|
||||
|
||||
gl_FragColor = vec4( color , 1.0);
|
||||
}
|
@ -1,178 +0,0 @@
|
||||
// Author @patriciogv - 2015
|
||||
// http://patriciogonzalezvivo.com
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time;
|
||||
|
||||
float random(in float x){ return fract(sin(x)*43758.5453); }
|
||||
float random(in vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); }
|
||||
|
||||
float noise(in vec2 x) {
|
||||
vec2 i = floor(x);
|
||||
vec2 f = fract(x);
|
||||
|
||||
float a = random(i);
|
||||
float b = random(i + vec2(1.0, 0.0));
|
||||
float c = random(i + vec2(0.0, 1.0));
|
||||
float d = random(i + vec2(1.0, 1.0));
|
||||
|
||||
vec2 u = f * f * (3.0 - 2.0 * f);
|
||||
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
|
||||
}
|
||||
|
||||
float fbm( in vec2 p ){
|
||||
float s = 0.0;
|
||||
float m = 0.0;
|
||||
float a = 0.5;
|
||||
for(int i=0; i<2; i++ ){
|
||||
s += a * noise(p);
|
||||
m += a;
|
||||
a *= 0.5;
|
||||
p *= 2.0;
|
||||
}
|
||||
return s/m;
|
||||
}
|
||||
|
||||
float bin(vec2 ipos, float n){
|
||||
float remain = mod(n,33554432.);
|
||||
for(float i = 0.0; i < 25.0; i++){
|
||||
if ( floor(i/3.) == ipos.y && mod(i,3.) == ipos.x ) {
|
||||
return step(1.0,mod(remain,2.));
|
||||
}
|
||||
remain = ceil(remain/2.);
|
||||
}
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
float char(vec2 st, float n){
|
||||
st.x = st.x*2.-0.5;
|
||||
st.y = st.y*1.2-0.1;
|
||||
|
||||
vec2 grid = vec2(3.,5.);
|
||||
|
||||
vec2 ipos = floor(st*grid);
|
||||
vec2 fpos = fract(st*grid);
|
||||
|
||||
n = floor(mod(n,10.));
|
||||
float digit = 0.0;
|
||||
if (n < 1. ) { digit = 31600.; }
|
||||
else if (n < 2. ) { digit = 9363.0; }
|
||||
else if (n < 3. ) { digit = 31184.0; }
|
||||
else if (n < 4. ) { digit = 31208.0; }
|
||||
else if (n < 5. ) { digit = 23525.0; }
|
||||
else if (n < 6. ) { digit = 29672.0; }
|
||||
else if (n < 7. ) { digit = 29680.0; }
|
||||
else if (n < 8. ) { digit = 31013.0; }
|
||||
else if (n < 9. ) { digit = 31728.0; }
|
||||
else if (n < 10. ) { digit = 31717.0; }
|
||||
float pct = bin(ipos, digit);
|
||||
|
||||
vec2 borders = vec2(1.);
|
||||
// borders *= step(0.01,fpos.x) * step(0.01,fpos.y); // inner
|
||||
borders *= step(0.0,st)*step(0.0,1.-st); // outer
|
||||
|
||||
return step(.5,1.0-pct) * borders.x * borders.y;
|
||||
}
|
||||
|
||||
float grid(vec2 st, float res) {
|
||||
vec2 grid = fract(st*res);
|
||||
return 1.-(step(res,grid.x) * step(res,grid.y));
|
||||
}
|
||||
|
||||
float superGrid(vec2 st) {
|
||||
return 1.*grid(st,0.01) +
|
||||
0.5*grid(st,0.02) +
|
||||
0.6*grid(st,0.1);
|
||||
}
|
||||
|
||||
float box(in vec2 st, in vec2 size){
|
||||
size = vec2(0.5) - size*0.5;
|
||||
vec2 uv = smoothstep(size,
|
||||
size+vec2(0.001),
|
||||
st);
|
||||
uv *= smoothstep(size,
|
||||
size+vec2(0.001),
|
||||
vec2(1.0)-st);
|
||||
return uv.x*uv.y;
|
||||
}
|
||||
|
||||
float cross(in vec2 st, vec2 size){
|
||||
return clamp(box(st, vec2(size.x*0.5,size.y*0.125)) +
|
||||
box(st, vec2(size.y*0.125,size.x*0.5)),0.,1.);
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 st = gl_FragCoord.st/u_resolution.xy;
|
||||
float aspect = u_resolution.x/u_resolution.y;
|
||||
|
||||
vec2 grain_st = st-.5;
|
||||
vec3 color = vec3(0.0);
|
||||
float grain = 0.0;
|
||||
grain = mix(1., 0.8, dot(grain_st,grain_st) + (fbm(gl_FragCoord.xy*0.6)*0.1) );
|
||||
|
||||
// Fix Aspect ration
|
||||
st -= .5;
|
||||
st.x *= aspect;
|
||||
|
||||
// Zoom
|
||||
st *= 2.8;
|
||||
|
||||
// Random blocks
|
||||
vec2 blocks_st = floor((st-.25)*6.);
|
||||
float t = u_time*.3+random(blocks_st);
|
||||
float time_i = floor(t);
|
||||
float time_f = fract(t);
|
||||
float block = step(0.9,random(blocks_st+time_i))*(1.0-time_f);
|
||||
vec2 offset = vec2(block*0.02,block*0.001)+(1.0-grain)*.08;
|
||||
|
||||
// Grid
|
||||
vec2 grid_st = st*300.;
|
||||
|
||||
vec3 grid_chroma = vec3(0.0);
|
||||
grid_chroma.r = superGrid(grid_st+offset*100.);
|
||||
grid_chroma.g = superGrid(grid_st);
|
||||
grid_chroma.b = superGrid(grid_st-offset*100.);
|
||||
color += vec3(0.1,0.08,0.08)*grid_chroma;
|
||||
|
||||
// Crosses
|
||||
vec2 crosses_st = st + .5;
|
||||
crosses_st *= 3.;
|
||||
vec2 crosses_st_f = fract(crosses_st);
|
||||
color *= 1.-cross(crosses_st_f,vec2(.2,.2));
|
||||
|
||||
vec3 cross_chroma = vec3(0.0);
|
||||
cross_chroma.r = cross(crosses_st_f+offset,vec2(.15,.15));
|
||||
cross_chroma.g = cross(crosses_st_f,vec2(.15,.15));
|
||||
cross_chroma.b = cross(crosses_st_f-offset,vec2(.15,.15));
|
||||
color += vec3(.7)*cross_chroma;
|
||||
|
||||
// Digits
|
||||
vec2 digits_st = mod(st*60.,20.);
|
||||
vec2 digits_st_i = floor(digits_st);
|
||||
float digits_n = ceil(block*5.);
|
||||
offset *= 10.;
|
||||
if (block > 0.0 &&
|
||||
digits_st_i.y == 1. &&
|
||||
digits_st_i.x > 0. && digits_st_i.x < digits_n ) {
|
||||
vec2 digits_st_f = fract(digits_st);
|
||||
float pct = random(digits_st_i+floor(crosses_st)+floor(u_time*20.));
|
||||
|
||||
color.r += block*char(digits_st_f+offset,100.*pct);
|
||||
color.g += block*char(digits_st_f,100.*pct);
|
||||
color.b += block*char(digits_st_f-offset,100.*pct);
|
||||
} else if ( block > 0.0 &&
|
||||
digits_st_i.y == 2. &&
|
||||
digits_st_i.x > 0. && digits_st_i.x < digits_n ) {
|
||||
vec2 digits_st_f = fract(digits_st);
|
||||
float pct = random(digits_st_i+floor(crosses_st)+floor(u_time*20.));
|
||||
|
||||
color.r += block*char(digits_st_f+offset,100.*pct);
|
||||
color.g += block*char(digits_st_f,100.*pct);
|
||||
color.b += block*char(digits_st_f-offset,100.*pct);
|
||||
}
|
||||
gl_FragColor = vec4( (1.0-color) * grain, 1.0);
|
||||
}
|
@ -1,2 +1,13 @@
|
||||
Copyright (c) 2015 Patricio Gonzalez Vivo
|
||||
All rights reserved.
|
||||
Copyright (c) 2015 Patricio Gonzalez Vivo - http://patriciogonzalezvivo.com/
|
||||
All rights reserved.
|
||||
|
||||
I am the sole copyright owner of this Work.
|
||||
|
||||
You cannot host, display, distribute or share this Work in any form,
|
||||
including physical and digital. You cannot use this Work in any
|
||||
commercial or non-commercial product, website or project. You cannot
|
||||
sell this Work and you cannot mint an NFTs of it.
|
||||
I share this Work for educational purposes, and you can link to it,
|
||||
through an URL, proper attribution and unmodified screenshot, as part
|
||||
of your educational material. If these conditions are too restrictive
|
||||
please contact me and we'll definitely work it out.
|
Loading…
Reference in New Issue