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thebookofshaders/10/ikeda-00.frag

59 lines
1.7 KiB
GLSL

// Author @patriciogv - 2015
// Title: Ikeda Test patterns
#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)*1e4);
}
float random (in vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
}
float randomSerie(float x, float freq, float t) {
return step(.8,random( floor(x*freq)-floor(t) ));
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
float cols = 2.;
float freq = random(floor(u_time))+abs(atan(u_time)*0.1);
float t = 60.+u_time*(1.0-freq)*30.;
if (fract(st.y*cols* 0.5) < 0.5){
t *= -1.0;
}
freq += random(floor(st.y));
float offset = 0.025;
color = vec3(randomSerie(st.x, freq*100., t+offset),
randomSerie(st.x, freq*100., t),
randomSerie(st.x, freq*100., t-offset));
gl_FragColor = vec4(1.0-color,1.0);
}