mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
112 lines
3.3 KiB
GLSL
112 lines
3.3 KiB
GLSL
// Author @patriciogv - 2015
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// Title: Ikeda Numered Grid
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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 float u_time;
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float random(in float x){ return fract(sin(x)*43758.5453); }
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// float random(in vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); }
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float random(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
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float bin(vec2 ipos, float n){
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float remain = mod(n,33554432.);
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for(float i = 0.0; i < 25.0; i++){
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if ( floor(i/3.) == ipos.y && mod(i,3.) == ipos.x ) {
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return step(1.0,mod(remain,2.));
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}
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remain = ceil(remain/2.);
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}
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return 0.0;
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}
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float char(vec2 st, float n){
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st.x = st.x*2.-0.5;
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st.y = st.y*1.2-0.1;
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vec2 grid = vec2(3.,5.);
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vec2 ipos = floor(st*grid);
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vec2 fpos = fract(st*grid);
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n = floor(mod(n,10.));
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float digit = 0.0;
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if (n < 1. ) { digit = 31600.; }
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else if (n < 2. ) { digit = 9363.0; }
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else if (n < 3. ) { digit = 31184.0; }
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else if (n < 4. ) { digit = 31208.0; }
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else if (n < 5. ) { digit = 23525.0; }
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else if (n < 6. ) { digit = 29672.0; }
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else if (n < 7. ) { digit = 29680.0; }
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else if (n < 8. ) { digit = 31013.0; }
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else if (n < 9. ) { digit = 31728.0; }
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else if (n < 10. ) { digit = 31717.0; }
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float pct = bin(ipos, digit);
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vec2 borders = vec2(1.);
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// borders *= step(0.01,fpos.x) * step(0.01,fpos.y); // inner
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borders *= step(0.0,st)*step(0.0,1.-st); // outer
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return step(.5,1.0-pct) * borders.x * borders.y;
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}
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float grid(vec2 st, float res){
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vec2 grid = fract(st*res);
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return 1.-(step(res,grid.x) * step(res,grid.y));
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}
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float box(in vec2 st, in vec2 size){
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size = vec2(0.5) - size*0.5;
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vec2 uv = smoothstep(size,
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size+vec2(0.001),
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st);
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uv *= smoothstep(size,
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size+vec2(0.001),
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vec2(1.0)-st);
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return uv.x*uv.y;
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}
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float cross(in vec2 st, vec2 size){
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return clamp(box(st, vec2(size.x*0.5,size.y*0.125)) +
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box(st, vec2(size.y*0.125,size.x*0.5)),0.,1.);
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}
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void main(){
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vec2 st = gl_FragCoord.st/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0);
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// Grid
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vec2 grid_st = st*300.;
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color += vec3(0.5,0.,0.)*grid(grid_st,0.01);
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color += vec3(0.2,0.,0.)*grid(grid_st,0.02);
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color += vec3(0.2)*grid(grid_st,0.1);
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// Crosses
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vec2 crosses_st = st + .5;
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crosses_st *= 3.;
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vec2 crosses_st_f = fract(crosses_st);
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color *= 1.-cross(crosses_st_f,vec2(.3,.3));
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color += vec3(.9)*cross(crosses_st_f,vec2(.2,.2));
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// Digits
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vec2 digits_st = mod(st*60.,20.);
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vec2 digits_st_i = floor(digits_st);
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if (digits_st_i.y == 1. &&
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digits_st_i.x > 0. && digits_st_i.x < 6. ) {
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vec2 digits_st_f = fract(digits_st);
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float pct = random(digits_st_i+floor(crosses_st)+floor(u_time*20.));
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color += vec3(char(digits_st_f,100.*pct));
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} else if (digits_st_i.y == 2. &&
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digits_st_i.x > 0. && digits_st_i.x < 8. ) {
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vec2 digits_st_f = fract(digits_st);
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float pct = random(digits_st_i+floor(crosses_st)+floor(u_time*20.));
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color += vec3(char(digits_st_f,100.*pct));
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}
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gl_FragColor = vec4( color , 1.0);
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}
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