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thebookofshaders/11/noise-move.frag

57 lines
1.4 KiB
GLSL

// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float random (in float _x) {
return fract(sin(_x)*1e4);
}
// Based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (in float _x) {
float i = floor(_x);
float f = fract(_x);
float u = f * f * (3.0 - 2.0 * f);
return mix(random(i), random(i + 1.0), u);
}
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, float _size){
return box(_st, vec2(_size,_size/4.)) +
box(_st, vec2(_size/4.,_size));
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(0.0);
// To move the cross we move the space
vec2 translate = vec2(cos(noise(u_time)*3.1415*2.0),
sin(noise(u_time)*3.1415*2.0));
st += translate*0.35;
// Show the coordinates of the space on the background
// color = vec3(st.x,st.y,0.0);
// Add the shape on the foreground
color += vec3(cross(st,0.25));
gl_FragColor = vec4(color,1.0);
}