mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
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59 lines
1.3 KiB
GLSL
59 lines
1.3 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 vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))
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* 43758.5453123);
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}
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// Value noise by Inigo Quilez - iq/2013
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// https://www.shadertoy.com/view/lsf3WH
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float noise(vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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vec2 u = f*f*(3.0-2.0*f);
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return mix( mix( random( i + vec2(0.0,0.0) ),
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random( i + vec2(1.0,0.0) ), u.x),
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mix( random( i + vec2(0.0,1.0) ),
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random( i + vec2(1.0,1.0) ), u.x), u.y);
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}
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mat2 rotate2d(float angle){
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return mat2(cos(angle),-sin(angle),
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sin(angle),cos(angle));
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}
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float lines(in vec2 pos, float b){
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float scale = 10.0;
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pos *= scale;
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return smoothstep(0.0,
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.5+b*.5,
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abs((sin(pos.x*3.1415)+b*2.0))*.5);
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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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st.y *= u_resolution.y/u_resolution.x;
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vec2 pos = st.yx*vec2(10.,3.);
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float pattern = pos.x;
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// Add noise
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pos = rotate2d( noise(pos) ) * pos;
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// Draw lines
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pattern = lines(pos,.5);
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gl_FragColor = vec4(vec3(pattern),1.0);
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}
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