mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-08 01:10:27 +00:00
46 lines
854 B
GLSL
46 lines
854 B
GLSL
// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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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 rows = 10.0;
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vec2 brickTile(vec2 _st, float _zoom){
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_st *= _zoom;
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if (fract(_st.y * 0.5) > 0.5){
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_st.x += 0.5;
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}
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return fract(_st);
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}
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float circle(vec2 _st, float _radius){
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vec2 pos = vec2(0.5)-_st;
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_radius *= 0.75;
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return 1.-smoothstep(_radius-(_radius*0.01),_radius+(_radius*0.01),dot(pos,pos)*3.14);
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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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vec2 pos = vec2(0.5)-st;
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st = brickTile(st,20.);
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float t = u_time*.5;
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float r = dot(pos,pos)*4.;
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st *= 2.;
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float pattern = sin(fract(r+t)*3.1415);
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vec3 color = vec3(circle(st, pattern));
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gl_FragColor = vec4(color,1.0);
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}
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