65 lines
1.5 KiB
GLSL
65 lines
1.5 KiB
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 vec2 u_mouse;
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uniform float u_time;
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float random (in vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))
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* 43758.5453123);
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}
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float random(float x) {
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return fract(sin(x)*10000.);
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}
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float noise (in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f*f*(3.0-2.0*f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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float box(vec2 _st, vec2 _size, float _smoothEdges){
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_size = vec2(0.5)-_size*0.5;
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vec2 aa = vec2(_smoothEdges*0.5);
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vec2 uv = smoothstep(_size,_size+aa,_st);
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uv *= smoothstep(_size,_size+aa,vec2(1.0)-_st);
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return uv.x*uv.y;
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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 *= 3.;
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vec2 st = fract(st_);
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vec4 color = vec4(0.);
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if (st_.x < 1.) {
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color = vec4(random(1.), 0., 0.,1.)*box(st,vec2(1.),0.3);
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} else if (st_.x > 2.) {
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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);
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} else {
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color = vec4(0.6, 0., 0.,1.)*box(st,vec2(1.1),0.3);
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}
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st_.x /= 3.;
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st_ *= 10.;
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for (float i=0.;i<100.;i++) {
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color += noise(st_*i)*0.03 * (random(st_*i) > 0.5 ? -1. : 1.);
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}
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gl_FragColor = vec4(color);
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}
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