// Author @patriciogv ( patricio.io ) - 2015 // Inspired by the Patterns of Nina Warmerdam ( www.behance.net/ninawarmerdam ) #ifdef GL_OES_standard_derivatives #extension GL_OES_standard_derivatives : enable #endif #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float aastep(float threshold, float value) { #ifdef GL_OES_standard_derivatives float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757; return smoothstep(threshold-afwidth, threshold+afwidth, value); #else return step(threshold, value); #endif } vec2 brickTile(vec2 st, float zoom){ st *= zoom; if (fract(st.y * 0.5) > 0.5){ st.x += 0.5; } return fract(st); } float circleDF(vec2 st){ return dot(st,st); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); vec2 IN = st; vec2 OUT = st*2.; float pct = 1.0-fract(u_mouse.y/u_resolution.y); float A = circleDF(vec2(0.5)-st); float B = circleDF(vec2(0.25)-st)*5.; B = min(B, circleDF(vec2(0.75,0.25)-st)*5.); B = min(B, circleDF(vec2(0.5,0.75)-st)*5.); B = min(B, circleDF(vec2(0.,0.75)-st)*5.); B = min(B, circleDF(vec2(1.,0.75)-st)*5.); float d = 0.0; d = mix(A,B,pct); d = aastep(.21,d); color = vec3(d); gl_FragColor = vec4(color,1.0); }