mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
58 lines
1.4 KiB
GLSL
58 lines
1.4 KiB
GLSL
// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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float random (in float _x) {
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return fract(sin(_x)*1e4);
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}
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// Based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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float noise (in float _x) {
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float i = floor(_x);
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float f = fract(_x);
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float u = f * f * (3.0 - 2.0 * f);
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return mix(random(i), random(i + 1.0), u);
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}
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float box(in vec2 _st, in vec2 _size){
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_size = vec2(0.5) - _size*0.5;
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vec2 uv = smoothstep(_size,
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_size+vec2(0.001),
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_st);
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uv *= smoothstep(_size,
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_size+vec2(0.001),
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vec2(1.0)-_st);
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return uv.x*uv.y;
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}
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float cross(in vec2 _st, float _size){
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return box(_st, vec2(_size,_size/4.)) +
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box(_st, vec2(_size/4.,_size));
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}
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec3 color = vec3(0.0);
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// To move the cross we move the space
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vec2 translate = vec2(cos(noise(u_time)*3.1415*2.0),
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sin(noise(u_time)*3.1415*2.0));
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st += translate*0.35;
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// Show the coordinates of the space on the background
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// color = vec3(st.x,st.y,0.0);
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// Add the shape on the foreground
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color += vec3(cross(st,0.25));
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gl_FragColor = vec4(color,1.0);
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}
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