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thebookofshaders/09/lines.frag

29 lines
635 B
GLSL

// Author @patriciogv - 2015 - patricio.io
#ifdef GL_ES
precision mediump float;
#endif
const float PI = 3.1415926535897932384626433832795;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
mat2 rotate2d(float angle){
return mat2(cos(angle),-sin(angle),
sin(angle),cos(angle));
}
float stripes(vec2 st){
st = rotate2d( PI*-0.25 ) * st*10.;
return step(.5,1.0-smoothstep(.3,1.,abs(sin(st.x*PI))));
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(stripes(st));
gl_FragColor = vec4(color, 1.0);
}