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shaders/learning/random/2d_random.frag
2024-06-22 14:23:37 +02:00

39 lines
828 B
GLSL

#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
const vec3 uAColor = vec3(.5,.5,.5);
const vec3 uBColor = vec3(.5,.5,.5);
const vec3 uCColor = vec3(1.,1.,1.);
const vec3 uDColor = vec3(.0,.33,.67);
//get colors from http://dev.thi.ng/gradients/
vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
float random (vec2 st) {
vec2 stm = u_mouse/u_resolution;
return fract(sin(dot(st.xy*u_time, stm.xy))*43758.5453123);
}
void main() {
vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y;
st *= 10.0;
vec2 ios = floor(st);
vec2 fos = fract(st);
vec3 color = vec3(0.0,0.0,0.0);
float alpha = 1.0;
color += random(ios);
gl_FragColor = vec4(color, alpha);
}