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thebookofshaders/09/dots4.frag

54 lines
1.6 KiB
GLSL

// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
#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.
#define PI 3.14159265358979323846
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float rows = 10.0;
vec2 brickTile(vec2 _st, float _zoom){
_st *= _zoom;
if (fract(_st.y * 0.5) > 0.5){
_st.x += 0.5;
}
return fract(_st);
}
float circle(vec2 _st, float _radius){
vec2 pos = vec2(0.5)-_st;
_radius *= 0.75;
return 1.-smoothstep(_radius-(_radius*0.01),_radius+(_radius*0.01),dot(pos,pos)*3.14);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
st = brickTile(st,5.);
vec3 color = vec3(circle(st+vec2(0.,0.1), 0.007)+
circle(st+vec2(0.00,-0.1), 0.007)+
circle(st+vec2(-0.1,0.), 0.007)+
circle(st+vec2(0.1,0), 0.007));
gl_FragColor = vec4(color,1.0);
}