// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; float random(in float x){ return fract(sin(x)*43758.5453); } float random(in vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); } float randomChar(vec2 outer,vec2 inner){ float grid = 5.; vec2 margin = vec2(.2,.05); vec2 borders = step(margin,inner)*step(margin,1.-inner); vec2 ipos = floor(inner*grid); vec2 fpos = fract(inner*grid); return step(.5,random(outer*64.+ipos)) * borders.x * borders.y * step(0.01,fpos.x) * step(0.01,fpos.y); } void main(){ vec2 st = gl_FragCoord.st/u_resolution.xy; st.y *= u_resolution.y/u_resolution.x; vec3 color = vec3(0.0); float rows = 1.0; // rows = 3.0; // rows = 12.0; // rows = 24.0; vec2 ipos = floor(st*rows); vec2 fpos = fract(st*rows); ipos += vec2(0.,floor(u_time*20.*random(ipos.x+1.))); float pct = 1.0; pct *= randomChar(ipos,fpos); // pct *= random(ipos); color = vec3(pct); gl_FragColor = vec4( color , 1.0); }