mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-09 19:10:24 +00:00
77 lines
1.7 KiB
GLSL
77 lines
1.7 KiB
GLSL
// Author @patriciogv - 2015
|
|
// http://patriciogonzalezvivo.com
|
|
|
|
#ifdef GL_ES
|
|
precision mediump float;
|
|
#endif
|
|
|
|
#define PI 3.1415926535897932384626433832795
|
|
|
|
uniform vec2 u_resolution;
|
|
uniform vec2 u_mouse;
|
|
uniform float u_time;
|
|
|
|
float random (in vec2 _st) {
|
|
return fract(sin(dot(_st.xy,
|
|
vec2(12.9898,78.233)))*
|
|
43758.5453123);
|
|
}
|
|
|
|
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*0.01),_radius+(_radius*0.01),dot(pos,pos)*3.14);
|
|
}
|
|
|
|
float box(vec2 _st, vec2 _size){
|
|
_size = vec2(0.5)-_size*0.5;
|
|
vec2 uv = smoothstep(_size-vec2(0.0001),_size,_st);
|
|
uv *= smoothstep(_size-vec2(0.0001),_size,vec2(1.0)-_st);
|
|
return uv.x*uv.y;
|
|
}
|
|
|
|
vec3 pattern(inout vec2 st){
|
|
st *= 5.0;
|
|
st.x += u_time*0.5;
|
|
vec3 normal = vec3(0.0);
|
|
|
|
vec2 ivec = floor(st); // integer
|
|
vec2 fvec = fract(st); // fraction
|
|
|
|
vec2 pos = fvec;
|
|
float index = random(ivec);
|
|
|
|
if(index > 0.5){
|
|
normal.x = step(0.5,pos.y)*2.-1.;
|
|
normal *= (1.0-vec3(box(fvec,vec2(1.0,0.95))));
|
|
} else {
|
|
normal.y = step(0.5,pos.x)*2.-1.;
|
|
normal *= (1.0-vec3(box(fvec,vec2(0.95,1.))));
|
|
}
|
|
|
|
st = fvec;
|
|
return normal;
|
|
}
|
|
|
|
void main(){
|
|
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
|
st.x *= u_resolution.x/u_resolution.y;
|
|
|
|
vec3 normal = pattern(st);
|
|
|
|
st = tile(st,2.);
|
|
|
|
vec2 pos = st-0.5;
|
|
float a = atan(pos.y,pos.x);
|
|
|
|
normal += vec3(cos(a),sin(a),0.)*circle(st,0.4);
|
|
normal *= 1.0-circle(st,0.26);
|
|
normal.b = 1.0;
|
|
|
|
gl_FragColor = vec4(normal*0.5+0.5,1.0);
|
|
} |