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53
learning/random/print_chr.frag
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53
learning/random/print_chr.frag
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#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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#define PI 3.14159265359
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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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float random (in vec2 _st) {
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return fract(sin(dot(_st.xy, vec2(12.9898, 78.233))));
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}
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vec2 truchetPattern(in vec2 _st, in float _index) {
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_index = fract(((_index-.5)*2.));
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if (_index > .75) {
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_st = vec2(1.0) - _st;
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} else if (_index > .5) {
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_st = vec2(1.0-_st.x, _st.y);
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} else if (_index > .25) {
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_st = 1.0-vec2(1.0-_st.x, _st.y);
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}
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return _st;
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}
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void main() {
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//vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y;
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vec2 st = (gl_FragCoord.xy / u_resolution.xy);
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st *= 10.;
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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// st = (st-vec2(5.))*(abs(sin(u_time*.2))*5.);
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// st.x += u_time*3.;
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vec2 ipos = floor(st);
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vec2 fpos = fract(st);
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vec2 tile = truchetPattern(fpos, random(ipos));
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color += smoothstep(tile.x-.3,tile.x,tile.y)-smoothstep(tile.x,tile.x+0.3,tile.y);
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gl_FragColor = vec4(color, alpha);
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}
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