#ifdef GL_ES precision mediump float; #endif #define NP 30 uniform vec2 u_resolution; uniform float u_time; float random (vec2 _st) { return fract(sin(dot(_st.xy, vec2(0.690,0.540)))*43758.817); } float random(float i) { return fract(sin(i)*1e5); } float noise (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; } struct particle { vec2 vel; vec2 pos; }; void update_particle(inout particle p) { p.pos += p.vel; } vec3 show_particle(particle p, vec3 c) { vec2 st = gl_FragCoord.xy/u_resolution.xy; particle o = p; update_particle(p); return abs(st.x-p.pos.x)+abs(st.y-p.pos.y)<0.1?c:vec3(0.); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(0.); for (int i = 1; i < NP; i++) { vec2 pos = vec2(0.); vec2 vel = vec2(noise(st*float(i)*u_time*0.3), noise(st*float(i))); particle p = particle(vel, pos); color += show_particle(p, vec3(.3)); } gl_FragColor = vec4(color, 1.); }