thebookofshaders/09/tmp/dots-tide.frag
2017-08-23 11:34:44 +02:00

34 lines
686 B
GLSL

// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 tile(vec2 _st, float _zoom){
_st *= _zoom;
return fract(_st);
}
float circle(vec2 _st, float _radius){
vec2 pos = vec2(0.5)-_st;
_radius *= 0.75;
return 1.-smoothstep(_radius-(_radius*0.05),_radius+(_radius*0.05),dot(pos,pos)*3.14);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
st = tile(st,5.);
float size = .45;
float pct = circle(st,size);
st = abs(st-.5);
pct += circle(st,size);
gl_FragColor = vec4(vec3(pct),1.0);
}