mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-08 01:10:27 +00:00
46 lines
1.0 KiB
GLSL
46 lines
1.0 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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float random (in vec2 st) {
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return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
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}
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float randomSerie(float x, float freq, float t) {
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return step(.8,random( floor(x*freq)-floor(t) ));
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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.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0);
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float cols = 2.;
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float freq = random(floor(u_time))+abs(atan(u_time)*0.1);
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float t = 60.+u_time*(1.0-freq)*30.;
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if (fract(st.y*cols* 0.5) < 0.5){
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t *= -1.0;
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}
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freq += random(floor(st.y));
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float offset = 0.025;
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color = vec3(randomSerie(st.x, freq*100., t+offset),
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randomSerie(st.x, freq*100., t),
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randomSerie(st.x, freq*100., t-offset));
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gl_FragColor = vec4(1.0-color,1.0);
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} |