// 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 plot(vec2 st, float pct){ return smoothstep( pct-0.01, pct, st.y) - smoothstep( pct, pct+0.01, st.y); } float random (in float x) { return fract(sin(x)*1e4); } float noise (in float x) { float i = floor(x); float f = fract(x); // Cubic Hermine Curve 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); float y = 0.0; // y = random(st.x*0.001+u_time); y = noise(st.x*3.+u_time); // color = vec3(y); float pct = plot(st,y); color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0); gl_FragColor = vec4(color,1.0); }