// Author @patriciogv - 2015 // Title: Ikeda Data Stream #ifdef GL_ES precision mediump float; #endif // Copyright (c) Patricio Gonzalez Vivo, 2015 - http://patriciogonzalezvivo.com/ // I am the sole copyright owner of this Work. // // You cannot host, display, distribute or share this Work in any form, // including physical and digital. You cannot use this Work in any // commercial or non-commercial product, website or project. You cannot // sell this Work and you cannot mint an NFTs of it. // I share this Work for educational purposes, and you can link to it, // through an URL, proper attribution and unmodified screenshot, as part // of your educational material. If these conditions are too restrictive // please contact me and we'll definitely work it out. 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); } float pattern(vec2 st, vec2 v, float t) { vec2 p = floor(st+v); return step(t, random(100.+p*.000001)+random(p.x)*0.5 ); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec2 grid = vec2(100.0,50.); st *= grid; vec2 ipos = floor(st); // integer vec2 fpos = fract(st); // fraction vec2 vel = vec2(u_time*2.*max(grid.x,grid.y)); // time vel *= vec2(-1.,0.0) * random(1.0+ipos.y); // direction // Assign a random value base on the integer coord vec2 offset = vec2(0.1,0.); vec3 color = vec3(0.); color.r = pattern(st+offset,vel,0.5+u_mouse.x/u_resolution.x); color.g = pattern(st,vel,0.5+u_mouse.x/u_resolution.x); color.b = pattern(st-offset,vel,0.5+u_mouse.x/u_resolution.x); // Margins color *= step(0.2,fpos.y); gl_FragColor = vec4(1.0-color,1.0); }