// 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; st *= vec2(100.0,50.); vec2 ipos = floor(st); // integer vec2 fpos = fract(st); // fraction 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 // Move ipos += floor(vel); // Assign a random value base on the integer coord float pct = 1.0; pct *= random(ipos); pct *= step(.1,fpos.x)*step(.1,fpos.y); // margin pct = step(0.001+u_mouse.x/u_resolution.x,pct); // threshold gl_FragColor = vec4(vec3(pct),1.0); }