mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-15 18:13:59 +00:00
50 lines
1.3 KiB
GLSL
50 lines
1.3 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) { return fract(sin(x)*1e4);}
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float random (in vec2 st) { return fract(1e4 * sin(17.0 * st.x + st.y * 0.1) * (0.1 + abs(sin(st.y * 13.0 + st.x)))); }
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float pattern(vec2 st, vec2 v, float t) {
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vec2 p = floor(st+v);
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return step(t, random(100.+p*.000001)+random(p.x)*0.5 );
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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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if (u_resolution.x>u_resolution.y) {
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st.x *= u_resolution.x/u_resolution.y;
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} else {
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st.y *= u_resolution.y/u_resolution.x;
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}
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vec2 grid = vec2(100.0,50.);
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st *= grid;
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vec2 ipos = floor(st); // integer
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vec2 fpos = fract(st); // fraction
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vec2 vel = vec2(u_time*2.*max(grid.x,grid.y)); // time
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vel *= vec2(-1.,0.0) * random(1.0+ipos.y); // direction
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// Assign a random value base on the integer coord
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vec2 offset = vec2(0.3,0.);
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float pct = 0.5;//u_mouse.x/u_resolution.x;
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vec3 color = vec3(0.);
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color.r = pattern(st+offset,vel,0.5+pct);
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color.g = pattern(st,vel,0.5+pct);
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color.b = pattern(st-offset,vel,0.5+pct);
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// Margins
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color *= step(0.2,fpos.y);
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gl_FragColor = vec4(color,1.0);
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}
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