mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
34 lines
755 B
GLSL
34 lines
755 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 float u_time;
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vec2 tile(vec2 _st, float _zoom){
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_st *= _zoom;
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return fract(_st);
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}
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float X(vec2 _st, float _width){
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float pct0 = smoothstep(_st.x-_width,_st.x,_st.y);
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pct0 *= 1.-smoothstep(_st.x,_st.x+_width,_st.y);
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float pct1 = smoothstep(_st.x-_width,_st.x,1.0-_st.y);
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pct1 *= 1.-smoothstep(_st.x,_st.x+_width,1.0-_st.y);
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return pct0+pct1;
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}
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void main(void){
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.y *= u_resolution.y/u_resolution.x;
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vec2 xy = st-vec2(.5);
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float grid = 1.0-X(tile(xy,10.+20.0*dot(xy,xy)),0.05);
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gl_FragColor = vec4(vec3(grid),1.0);
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}
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