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https://github.com/bvanroll/shaders.git
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39 lines
828 B
GLSL
39 lines
828 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 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 (vec2 st) {
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vec2 stm = u_mouse/u_resolution;
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return fract(sin(dot(st.xy*u_time, stm.xy))*43758.5453123);
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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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st *= 10.0;
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vec2 ios = floor(st);
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vec2 fos = fract(st);
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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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color += random(ios);
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gl_FragColor = vec4(color, alpha);
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}
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