// 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)*43758.5453); } float random(in vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); } float rchar(in vec2 outer,in vec2 inner){ float grid = 5.; vec2 margin = vec2(.2,.05); float seed = 23.; vec2 borders = step(margin,inner)*step(margin,1.-inner); return step(.5,random(outer*seed+floor(inner*grid))) * borders.x * borders.y; } vec3 matrix(in vec2 st){ float rows = 80.0; vec2 ipos = floor(st*rows); ipos += vec2(.0,floor(u_time*20.*random(ipos.x))); vec2 fpos = fract(st*rows); vec2 center = (.5-fpos); float pct = random(ipos); float glow = (1.-dot(center,center)*3.)*2.0; // vec3 color = vec3(0.643,0.851,0.690) * ( rchar(ipos,fpos) * pct ); // color += vec3(0.027,0.180,0.063) * pct * glow; return vec3(rchar(ipos,fpos) * pct * glow); } void main(){ vec2 st = gl_FragCoord.st/u_resolution.xy; st.y *= u_resolution.y/u_resolution.x; vec3 color = vec3(0.0); color = matrix(st); gl_FragColor = vec4( 1.-color , 1.0); }