// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif 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 noise(in vec2 x) { vec2 i = floor(x); vec2 f = fract(x); 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; } float fbm( in vec2 p ){ float s = 0.0; float m = 0.0; float a = 0.5; for(int i=0; i<2; i++ ){ s += a * noise(p); m += a; a *= 0.5; p *= 2.0; } return s/m; } 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 superGrid(vec2 st) { return 1.*grid(st,0.01) + 0.5*grid(st,0.02) + 0.6*grid(st,0.1); } 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; float aspect = u_resolution.x/u_resolution.y; vec2 grain_st = st-.5; vec3 color = vec3(0.0); float grain = 0.0; grain = mix(1., 0.8, dot(grain_st,grain_st) + (fbm(gl_FragCoord.xy*0.6)*0.1) ); // Fix Aspect ration st -= .5; st.x *= aspect; // Zoom st *= 2.8; // Random blocks vec2 blocks_st = floor((st-.25)*6.); float t = u_time*.3+random(blocks_st); float time_i = floor(t); float time_f = fract(t); float block = step(0.9,random(blocks_st+time_i))*(1.0-time_f); vec2 offset = vec2(block*0.02,block*0.001)+(1.0-grain)*.08; // Grid vec2 grid_st = st*300.; vec3 grid_chroma = vec3(0.0); grid_chroma.r = superGrid(grid_st+offset*100.); grid_chroma.g = superGrid(grid_st); grid_chroma.b = superGrid(grid_st-offset*100.); color += vec3(0.1,0.08,0.08)*grid_chroma; // Crosses vec2 crosses_st = st + .5; crosses_st *= 3.; vec2 crosses_st_f = fract(crosses_st); color *= 1.-cross(crosses_st_f,vec2(.2,.2)); vec3 cross_chroma = vec3(0.0); cross_chroma.r = cross(crosses_st_f+offset,vec2(.15,.15)); cross_chroma.g = cross(crosses_st_f,vec2(.15,.15)); cross_chroma.b = cross(crosses_st_f-offset,vec2(.15,.15)); color += vec3(.7)*cross_chroma; // Digits vec2 digits_st = mod(st*60.,20.); vec2 digits_st_i = floor(digits_st); float digits_n = ceil(block*5.); offset *= 10.; if (block > 0.0 && digits_st_i.y == 1. && digits_st_i.x > 0. && digits_st_i.x < digits_n ) { vec2 digits_st_f = fract(digits_st); float pct = random(digits_st_i+floor(crosses_st)+floor(u_time*20.)); color.r += block*char(digits_st_f+offset,100.*pct); color.g += block*char(digits_st_f,100.*pct); color.b += block*char(digits_st_f-offset,100.*pct); } else if ( block > 0.0 && digits_st_i.y == 2. && digits_st_i.x > 0. && digits_st_i.x < digits_n ) { vec2 digits_st_f = fract(digits_st); float pct = random(digits_st_i+floor(crosses_st)+floor(u_time*20.)); color.r += block*char(digits_st_f+offset,100.*pct); color.g += block*char(digits_st_f,100.*pct); color.b += block*char(digits_st_f-offset,100.*pct); } gl_FragColor = vec4( (1.0-color) * grain, 1.0); }