mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-17 21:25:40 +00:00
156 lines
4.0 KiB
GLSL
156 lines
4.0 KiB
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 float u_time;
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float random (in float x) { return fract(sin(x)*1e4);}
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float random (in vec2 st) { return fract(1e4 * sin(17.0 * st.x + st.y * 0.1) * (0.1 + abs(sin(st.y * 13.0 + st.x)))); }
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float binChar (vec2 ipos, float n) {
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float remain = mod(n,33554432.);
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for (float i = 0.0; i < 15.0; i++) {
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if ( floor(i/3.) == ipos.y && mod(i,3.) == ipos.x ) {
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return step(1.0,mod(remain,2.));
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}
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remain = ceil(remain/2.);
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}
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return 0.0;
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}
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float char (vec2 st, float n) {
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st.x = st.x*2.-0.5;
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st.y = st.y*1.2-0.1;
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vec2 grid = vec2(3.,5.);
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vec2 ipos = floor(st*grid);
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vec2 fpos = fract(st*grid);
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n = floor(mod(n,10.));
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float digit = 0.0;
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if (n < 1. ) { digit = 31600.; }
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else if (n < 2. ) { digit = 9363.0; }
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else if (n < 3. ) { digit = 31184.0; }
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else if (n < 4. ) { digit = 31208.0; }
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else if (n < 5. ) { digit = 23525.0; }
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else if (n < 6. ) { digit = 29672.0; }
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else if (n < 7. ) { digit = 29680.0; }
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else if (n < 8. ) { digit = 31013.0; }
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else if (n < 9. ) { digit = 31728.0; }
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else if (n < 10. ) { digit = 31717.0; }
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float pct = binChar(ipos, digit);
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vec2 borders = vec2(1.);
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// borders *= step(0.01,fpos.x) * step(0.01,fpos.y); // inner
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borders *= step(0.0,st)*step(0.0,1.-st); // outer
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return step(.5,1.0-pct) * borders.x * borders.y;
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}
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float binBar (vec2 ipos, float n) {
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float remain = mod(n,128.);
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for(float i = 0.0; i < 8.0; i++){
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if ( mod(i,10.) == ipos.x ) {
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return step(1.0,mod(remain,2.));
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}
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remain = ceil(remain/2.);
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}
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return 0.0;
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}
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// Standard UPC-E Barcode reference from
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// https://en.wikipedia.org/wiki/Universal_Product_Code
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float bar (vec2 st, float n, bool L) {
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vec2 grid = vec2(7.,1.);
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if (L) { st = 1.0-st; }
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vec2 ipos = floor(st*grid);
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vec2 fpos = fract(st*grid);
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n = floor(mod(n,10.));
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float digit = 0.0;
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if (n < 1. ) { digit = 114.; }
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else if (n < 2. ) { digit = 102.0; }
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else if (n < 3. ) { digit = 108.0; }
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else if (n < 4. ) { digit = 66.0; }
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else if (n < 5. ) { digit = 92.0; }
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else if (n < 6. ) { digit = 78.0; }
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else if (n < 7. ) { digit = 80.0; }
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else if (n < 8. ) { digit = 68.0; }
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else if (n < 9. ) { digit = 72.0; }
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else if (n < 10. ) { digit = 116.0; }
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float pct = binBar(ipos, digit+1.);
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if (L) { pct = 1.-pct; }
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return step(.5,pct);
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}
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float bar (vec2 st, float n) {
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return bar(st,n,true);
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}
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float barStart (vec2 st) {
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vec2 grid = vec2(7.,1.);
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vec2 ipos = floor((1.0-st)*grid);
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float digit = 122.0;
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float pct = binBar(ipos, digit+1.);
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return step(.5,1.0-pct);
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}
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float barEnd(vec2 st) {
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vec2 grid = vec2(7.,1.);
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vec2 ipos = floor((1.0-st)*grid);
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float digit = 85.0;
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float pct = binBar(ipos, digit+1.);
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return step(.5,1.0-pct);
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}
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float barCode(vec2 st, float rows, float value) {
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rows = ceil(rows);
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vec2 ipos = floor(st*rows);
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vec2 fpos = fract(st*rows);
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value = value*pow(10.,ipos.x)*0.0000000001+0.1;
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if (ipos.x == 0.0 ) {
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return barStart(fpos);
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} else if (ipos.x == rows-1.) {
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return barEnd(fpos);
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} else {
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if (ipos.y == 0.0) {
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return 1.0-char(fpos,value);
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} else {
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return bar(fpos,value);
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}
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}
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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 *= 3.;
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vec2 ipos = floor(st);
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vec2 fpos = fract(st);
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fpos.y *= u_resolution.y/u_resolution.x;
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vec3 color = vec3(0.0);
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if (ipos.x == 1. && ipos.y == 1.) {
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float value = 0.0;
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// value = 123456789.0;
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value += floor(u_time);
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value = random(floor(u_time*10.))*1000000000.;
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color += barCode(fpos,12.,value);
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} else {
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color += 1.;
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}
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gl_FragColor = vec4( color , 1.0);
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} |