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thebookofshaders/10/tmp/digits.frag

70 lines
1.9 KiB
GLSL

// 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)*1e4);}
float random (in vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); }
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;
}
void main(){
vec2 st = gl_FragCoord.st/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
float rows = 34.0;
vec2 ipos = floor(st*rows);
vec2 fpos = fract(st*rows);
ipos += vec2(0.,floor(u_time*20.*random(ipos.x+1.)));
float pct = random(ipos);
vec3 color = vec3(char(fpos,100.*pct));
color = mix(color,vec3(color.r,0.,0.),step(.99,pct));
gl_FragColor = vec4( color , 1.0);
}