mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-08 01:10:27 +00:00
70 lines
1.9 KiB
GLSL
70 lines
1.9 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 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(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); }
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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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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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float rows = 34.0;
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vec2 ipos = floor(st*rows);
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vec2 fpos = fract(st*rows);
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ipos += vec2(0.,floor(u_time*20.*random(ipos.x+1.)));
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float pct = random(ipos);
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vec3 color = vec3(char(fpos,100.*pct));
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color = mix(color,vec3(color.r,0.,0.),step(.99,pct));
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gl_FragColor = vec4( color , 1.0);
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}
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