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thebookofshaders/10/tmp/ikeda-01.frag

43 lines
942 B
GLSL

// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float random (in float x) { return fract(sin(x)*1e4); }
float noise (in float x) {
float i = floor(x);
float f = fract(x);
float u = f * f * (3.0 - 2.0 * f);
return mix(random(i), random(i + 1.0), u);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
vec2 grid = vec2(20.0,2.0);
float t = u_time*max(grid.x,grid.y)*.5;
vec2 ipos = floor(st*grid);
vec2 fpos = fract(st*grid);
float offset = ipos.x+floor(t);
float value = pow(noise(offset*0.2),2.)+noise(offset*0.9)*.5;
if (mod(ipos.y,2.) == 0.) {
fpos.y = 1.0-fpos.y;
}
color += step(fpos.y*1.5,value)*step(.5,fpos.x);
gl_FragColor = vec4(color,1.0);
}