mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
63 lines
1.6 KiB
GLSL
63 lines
1.6 KiB
GLSL
// Author @patriciogv - 2015
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// Title: Ikeda 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 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 blocks_st = floor(st*6.);
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float t = u_time*.8+random(blocks_st);
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float time_i = floor(t);
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float time_f = fract(t);
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color.rgb += step(0.9,random(blocks_st+time_i))*(1.0-time_f);
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gl_FragColor = vec4( color , 1.0);
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}
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