// 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; // 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(1.0-color,1.0); }