// Author @patriciogv - 2015 // Title: Ikeda Numered Grid #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 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 random(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } float bin(vec2 ipos, float n){ float remain = mod(n,33554432.); for(float i = 0.0; i < 25.0; i++){ if ( floor(i/3.) == ipos.y && mod(i,3.) == ipos.x ) { return step(1.0,mod(remain,2.)); } remain = ceil(remain/2.); } return 0.0; } float char(vec2 st, float n){ st.x = st.x*2.-0.5; st.y = st.y*1.2-0.1; vec2 grid = vec2(3.,5.); vec2 ipos = floor(st*grid); vec2 fpos = fract(st*grid); n = floor(mod(n,10.)); float digit = 0.0; if (n < 1. ) { digit = 31600.; } else if (n < 2. ) { digit = 9363.0; } else if (n < 3. ) { digit = 31184.0; } else if (n < 4. ) { digit = 31208.0; } else if (n < 5. ) { digit = 23525.0; } else if (n < 6. ) { digit = 29672.0; } else if (n < 7. ) { digit = 29680.0; } else if (n < 8. ) { digit = 31013.0; } else if (n < 9. ) { digit = 31728.0; } else if (n < 10. ) { digit = 31717.0; } float pct = bin(ipos, digit); vec2 borders = vec2(1.); // borders *= step(0.01,fpos.x) * step(0.01,fpos.y); // inner borders *= step(0.0,st)*step(0.0,1.-st); // outer return step(.5,1.0-pct) * borders.x * borders.y; } float grid(vec2 st, float res){ vec2 grid = fract(st*res); return 1.-(step(res,grid.x) * step(res,grid.y)); } float box(in vec2 st, in vec2 size){ size = vec2(0.5) - size*0.5; vec2 uv = smoothstep(size, size+vec2(0.001), st); uv *= smoothstep(size, size+vec2(0.001), vec2(1.0)-st); return uv.x*uv.y; } float cross(in vec2 st, vec2 size){ return clamp(box(st, vec2(size.x*0.5,size.y*0.125)) + box(st, vec2(size.y*0.125,size.x*0.5)),0.,1.); } void main(){ vec2 st = gl_FragCoord.st/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); // Grid vec2 grid_st = st*300.; color += vec3(0.5,0.,0.)*grid(grid_st,0.01); color += vec3(0.2,0.,0.)*grid(grid_st,0.02); color += vec3(0.2)*grid(grid_st,0.1); // Crosses vec2 crosses_st = st + .5; crosses_st *= 3.; vec2 crosses_st_f = fract(crosses_st); color *= 1.-cross(crosses_st_f,vec2(.3,.3)); color += vec3(.9)*cross(crosses_st_f,vec2(.2,.2)); // Digits vec2 digits_st = mod(st*60.,20.); vec2 digits_st_i = floor(digits_st); if (digits_st_i.y == 1. && digits_st_i.x > 0. && digits_st_i.x < 6. ) { vec2 digits_st_f = fract(digits_st); float pct = random(digits_st_i+floor(crosses_st)+floor(u_time*20.)); color += vec3(char(digits_st_f,100.*pct)); } else if (digits_st_i.y == 2. && digits_st_i.x > 0. && digits_st_i.x < 8. ) { vec2 digits_st_f = fract(digits_st); float pct = random(digits_st_i+floor(crosses_st)+floor(u_time*20.)); color += vec3(char(digits_st_f,100.*pct)); } gl_FragColor = vec4( color , 1.0); }