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thebookofshaders/10/tmp/ikeda-03.frag

50 lines
1.3 KiB
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 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)))); }
float pattern(vec2 st, vec2 v, float t) {
vec2 p = floor(st+v);
return step(t, random(100.+p*.000001)+random(p.x)*0.5 );
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
if (u_resolution.x>u_resolution.y) {
st.x *= u_resolution.x/u_resolution.y;
} else {
st.y *= u_resolution.y/u_resolution.x;
}
vec2 grid = vec2(100.0,50.);
st *= grid;
vec2 ipos = floor(st); // integer
vec2 fpos = fract(st); // fraction
vec2 vel = vec2(u_time*2.*max(grid.x,grid.y)); // time
vel *= vec2(-1.,0.0) * random(1.0+ipos.y); // direction
// Assign a random value base on the integer coord
vec2 offset = vec2(0.3,0.);
float pct = 0.5;//u_mouse.x/u_resolution.x;
vec3 color = vec3(0.);
color.r = pattern(st+offset,vel,0.5+pct);
color.g = pattern(st,vel,0.5+pct);
color.b = pattern(st-offset,vel,0.5+pct);
// Margins
color *= step(0.2,fpos.y);
gl_FragColor = vec4(color,1.0);
}