// 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); } // Based on Morgan McGuire @morgan3d // https://www.shadertoy.com/view/4dS3Wd float noise (in vec2 _st) { vec2 i = floor(_st); vec2 f = fract(_st); // Four corners in 2D of a tile float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } mat2 rotate2d(float _angle){ return mat2(cos(_angle),-sin(_angle), sin(_angle),cos(_angle)); } float lines(in vec2 _pos, float _angle, float _b){ float scale = 10.0; _pos *= scale; _pos = rotate2d( _angle ) * _pos; return smoothstep(0.0, 0.5+_b*0.5, abs((sin(_pos.x*3.1415)+_b*2.0))*0.5); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(0.0); vec2 pos = vec2(st*5.0); float pattern = pos.x; // Stripes // pattern = lines(pos*0.1, 0.0, 0.5 ); // Add noise // pattern = lines(pos, noise(pos), 0.5 ); // Strech the noise pattern //pattern = lines(pos, noise(pos*vec2(2.,0.5)),0.5); color = mix(vec3(0.275,0.145,0.059), vec3(0.761,0.529,0.239), pattern*1.7); gl_FragColor = vec4(color,1.0); }