mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-09 19:10:24 +00:00
43 lines
942 B
GLSL
43 lines
942 B
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 noise (in float x) {
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float i = floor(x);
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float f = fract(x);
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float u = f * f * (3.0 - 2.0 * f);
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return mix(random(i), random(i + 1.0), u);
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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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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0);
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vec2 grid = vec2(20.0,2.0);
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float t = u_time*max(grid.x,grid.y)*.5;
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vec2 ipos = floor(st*grid);
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vec2 fpos = fract(st*grid);
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float offset = ipos.x+floor(t);
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float value = pow(noise(offset*0.2),2.)+noise(offset*0.9)*.5;
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if (mod(ipos.y,2.) == 0.) {
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fpos.y = 1.0-fpos.y;
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}
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color += step(fpos.y*1.5,value)*step(.5,fpos.x);
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gl_FragColor = vec4(color,1.0);
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}
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