// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015 #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float rows = 10.0; float circle(vec2 st, float radius){ vec2 pos = vec2(0.5)-st; radius *= 0.75; return 1.-smoothstep(radius-(radius*0.01),radius+(radius*0.01),dot(pos,pos)*3.14); } float random(in vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; st *= 10.0; // Offset every other row st.x -= step(1., mod(st.y,2.0)) * 0.5; vec2 ipos = floor(st); // integer position vec2 fpos = fract(st); // float position // Move Right ipos += vec2(floor(u_time*-8.),0.); float pct = random(ipos); pct *= circle(fpos, 0.5); // pct = step(0.1+u_mouse.x/u_resolution.x,pct); // pct = 1.-pct; gl_FragColor = vec4(vec3(pct),1.0); }