#ifdef GL_ES precision mediump float; #endif 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); } float random(float x) { return fract(sin(x)*10000.); } float noise (in vec2 st) { vec2 i = floor(st); vec2 f = fract(st); float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); vec2 u = f*f*(3.0-2.0*f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } float box(vec2 _st, vec2 _size, float _smoothEdges){ _size = vec2(0.5)-_size*0.5; vec2 aa = vec2(_smoothEdges*0.5); vec2 uv = smoothstep(_size,_size+aa,_st); uv *= smoothstep(_size,_size+aa,vec2(1.0)-_st); return uv.x*uv.y; } void main() { vec2 st_ = gl_FragCoord.xy/u_resolution.xy; st_.x *= 3.; vec2 st = fract(st_); vec4 color = vec4(0.); if (st_.x < 1.) { color = vec4(random(1.), 0., 0.,1.)*box(st,vec2(1.),0.3); } else if (st_.x > 2.) { color = vec4(0.0, 0.6, 0.3,1.)*box(st,vec2(1.1),0.7)+vec4(0.6, 0., 0.,0.6)*box(st,vec2(1.1),0.4); } else { color = vec4(0.6, 0., 0.,1.)*box(st,vec2(1.1),0.3); } st_.x /= 3.; st_ *= 10.; for (float i=0.;i<100.;i++) { color += noise(st_*i)*0.03 * (random(st_*i) > 0.5 ? -1. : 1.); } gl_FragColor = vec4(color); }