// 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 vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123); } // Value noise by Inigo Quilez - iq/2013 // https://www.shadertoy.com/view/lsf3WH float noise(vec2 st) { vec2 i = floor(st); vec2 f = fract(st); vec2 u = f*f*(3.0-2.0*f); return mix( mix( random( i + vec2(0.0,0.0) ), random( i + vec2(1.0,0.0) ), u.x), mix( random( i + vec2(0.0,1.0) ), random( i + vec2(1.0,1.0) ), u.x), u.y); } mat2 rotate2d(float angle){ return mat2(cos(angle),-sin(angle), sin(angle),cos(angle)); } float lines(in vec2 pos, float b){ float scale = 10.0; pos *= scale; return smoothstep(0.0, .5+b*.5, abs((sin(pos.x*3.1415)+b*2.0))*.5); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st.y *= u_resolution.y/u_resolution.x; vec2 pos = st.yx*vec2(10.,3.); float pattern = pos.x; // Add noise pos = rotate2d( noise(pos) ) * pos; // Draw lines pattern = lines(pos,.5); gl_FragColor = vec4(vec3(pattern),1.0); }