// 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 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; vec3 color = vec3(0.0); vec2 grid = vec2(100.0,2.0); float t = u_time*max(grid.x,grid.y); vec2 ipos = floor(st*grid); vec2 fpos = fract(st*grid); float value = random(floor(ipos.x+t)); if (mod(ipos.y,2.) == 0.) { fpos = 1.0-fpos; } color += step(fpos.y*1.5,value); gl_FragColor = vec4(color,1.0); }