mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-08 01:10:27 +00:00
44 lines
1.1 KiB
GLSL
44 lines
1.1 KiB
GLSL
// Author @patriciogv - 2015
|
|
// Title: Matrix
|
|
|
|
#ifdef GL_ES
|
|
precision mediump float;
|
|
#endif
|
|
|
|
uniform vec2 u_resolution;
|
|
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 randomChar(vec2 outer,vec2 inner){
|
|
float grid = 5.;
|
|
vec2 margin = vec2(.2,.05);
|
|
vec2 borders = step(margin,inner)*step(margin,1.-inner);
|
|
vec2 ipos = floor(inner*grid);
|
|
vec2 fpos = fract(inner*grid);
|
|
return step(.5,random(outer*64.+ipos)) * borders.x * borders.y * step(0.01,fpos.x) * step(0.01,fpos.y);
|
|
}
|
|
|
|
void main(){
|
|
vec2 st = gl_FragCoord.st/u_resolution.xy;
|
|
st.y *= u_resolution.y/u_resolution.x;
|
|
vec3 color = vec3(0.0);
|
|
|
|
float rows = 1.0;
|
|
// rows = 3.0;
|
|
// rows = 12.0;
|
|
// rows = 24.0;
|
|
vec2 ipos = floor(st*rows);
|
|
vec2 fpos = fract(st*rows);
|
|
|
|
ipos += vec2(0.,floor(u_time*20.*random(ipos.x+1.)));
|
|
|
|
float pct = 1.0;
|
|
pct *= randomChar(ipos,fpos);
|
|
// pct *= random(ipos);
|
|
|
|
color = vec3(pct);
|
|
|
|
gl_FragColor = vec4( color , 1.0);
|
|
} |