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thebookofshaders/08/matrix.frag

66 lines
1.9 KiB
GLSL

// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
// Copyright (c) Patricio Gonzalez Vivo, 2015 - http://patriciogonzalezvivo.com/
// I am the sole copyright owner of this Work.
//
// You cannot host, display, distribute or share this Work in any form,
// including physical and digital. You cannot use this Work in any
// commercial or non-commercial product, website or project. You cannot
// sell this Work and you cannot mint an NFTs of it.
// I share this Work for educational purposes, and you can link to it,
// through an URL, proper attribution and unmodified screenshot, as part
// of your educational material. If these conditions are too restrictive
// please contact me and we'll definitely work it out.
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float random(in float x){
return fract(sin(x)*43758.5453);
}
float random(in vec2 st){
return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float rchar(in vec2 outer,in vec2 inner){
float grid = 5.;
vec2 margin = vec2(.2,.05);
float seed = 23.;
vec2 borders = step(margin,inner)*step(margin,1.-inner);
return step(.5,random(outer*seed+floor(inner*grid))) * borders.x * borders.y;
}
vec3 matrix(in vec2 st){
float rows = 80.0;
vec2 ipos = floor(st*rows);
ipos += vec2(.0,floor(u_time*20.*random(ipos.x)));
vec2 fpos = fract(st*rows);
vec2 center = (.5-fpos);
float pct = random(ipos);
float glow = (1.-dot(center,center)*3.)*2.0;
// vec3 color = vec3(0.643,0.851,0.690) * ( rchar(ipos,fpos) * pct );
// color += vec3(0.027,0.180,0.063) * pct * glow;
return vec3(rchar(ipos,fpos) * pct * glow);
}
void main(){
vec2 st = gl_FragCoord.st/u_resolution.xy;
st.y *= u_resolution.y/u_resolution.x;
vec3 color = vec3(0.0);
color = matrix(st);
gl_FragColor = vec4( 1.-color , 1.0);
}