mergin master
commit
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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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#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 box(in vec2 _st, in 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(0.001),
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_st);
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uv *= smoothstep(_size,
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_size+vec2(0.001),
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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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float cross(in vec2 _st, float _size){
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return box(_st, vec2(_size,_size/4.)) +
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box(_st, vec2(_size/4.,_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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vec3 color = vec3(0.0);
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// move space from the center to the vec2(0.0)
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st -= vec2(0.5);
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// rotate the space
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st = rotate2d( sin(u_time*0.5)*PI ) * st;
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// move it back to the original place
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st += vec2(0.5);
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// To move the cross we move the space
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vec2 translate = vec2(cos(u_time),sin(u_time));
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st += translate*0.35;
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// Show the coordinates of the space on the background
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// color = vec3(st.x,st.y,0.0);
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// Add the shape on the foreground
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color += vec3(cross(st,0.25));
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gl_FragColor = vec4(color,1.0);
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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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float random(in float x){
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return fract(sin(x)*43758.5453);
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}
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float random(in vec2 st){
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return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float rchar(in vec2 outer,in vec2 inner){
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float grid = 5.;
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vec2 margin = vec2(.2,.05);
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float seed = 23.;
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vec2 borders = step(margin,inner)*step(margin,1.-inner);
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return step(.5,random(outer*seed+floor(inner*grid))) * borders.x * borders.y;
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}
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vec3 matrix(in vec2 st){
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float rows = 80.0;
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vec2 ipos = floor(st*rows);
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ipos += vec2(.0,floor(u_time*20.*random(ipos.x)));
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vec2 fpos = fract(st*rows);
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vec2 center = (.5-fpos);
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float pct = random(ipos);
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float glow = (1.-dot(center,center)*3.)*2.0;
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// vec3 color = vec3(0.643,0.851,0.690) * ( rchar(ipos,fpos) * pct );
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// color += vec3(0.027,0.180,0.063) * pct * glow;
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return vec3(rchar(ipos,fpos) * pct * glow);
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}
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void main(){
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vec2 st = gl_FragCoord.st/u_resolution.xy;
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st.y *= u_resolution.y/u_resolution.x;
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vec3 color = vec3(0.0);
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color = matrix(st);
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gl_FragColor = vec4( 1.-color , 1.0);
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}
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