Created
August 19, 2019 09:04
-
-
Save bonau/3593b148dc0fb7422ab8ce4e431ae0f9 to your computer and use it in GitHub Desktop.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| #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 circle(in vec2 _st, in float _radius, in float _border){ | |
| vec2 dist = _st-vec2(0.5); | |
| return 1.-smoothstep(_radius-(_radius*_border), | |
| _radius+(_radius*_border), | |
| dot(dist,dist)*4.0); | |
| } | |
| void main(){ | |
| float min_radius = 0.2; | |
| vec2 st = gl_FragCoord.xy/u_resolution.xy; | |
| st*=16.; | |
| vec2 ipos = floor(st); | |
| vec2 fpos = fract(st); | |
| float wave = abs(cos(u_time + floor(ipos.x) + floor(ipos.y))); | |
| vec3 color = vec3(circle(fpos,0.9 * (random(ipos) * (1. - min_radius) + min_radius) * wave, 0.2)); | |
| //gl_FragColor = vec4( color, random(ipos) * abs(cos(u_time * (ipos.x) / 4.))* abs(-cos(.21 + u_time / 4. * (ipos.y))) ); | |
| gl_FragColor = vec4( color, 1.0 ); | |
| } |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment