41 lines
951 B
GLSL
41 lines
951 B
GLSL
#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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uniform vec2 u_mouse;
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float random(in float x) {
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return fract(sin(x)*1e6);
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}
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float randcol(float x, float f, float t) {
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return step(0.75,random(floor(x*f)-floor(t)));
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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float cols = 64.;
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float freq = random(floor(u_time))+abs(atan(u_time)*.1);
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float t = 40.*u_time*(1.-freq);
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if (gl_FragCoord.y < u_mouse.y && st.y < 0.9) {
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gl_FragColor = vec4(1.);
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return;
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}
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if (fract(st.y*cols*.5) < .5) t *= -1.;
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freq += random(floor(st.y*20.));
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float offset = .025;
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vec3 color = vec3(randcol(st.x, freq*100.+random(freq), t+offset),
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randcol(st.x, freq*100., t),
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randcol(st.x, freq*100.+random(freq), t-offset));
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gl_FragColor = vec4(1.-color,1.);
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}
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