Files
shaders/learning/shaping/dotgrid.frag
2024-05-27 20:53:31 +02:00

33 lines
1.1 KiB
GLSL

#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
float circle_grid(in vec2 _st, in float _radius, in float amount, in float speed, in float xdir, in float ydir){
vec2 dist = (_st*5.)+((u_time*speed)*vec2(xdir,ydir));
dist = fract(dist);
dist = dist-vec2(0.5);
return 1.-smoothstep(_radius-(_radius*.01),_radius+(_radius*.01),
dot(dist,dist)*4.);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0,0.0,0.0);
vec2 stm = (u_mouse/u_resolution)-vec2(.5);
color.r = circle_grid(st,(sin(u_time*5.)+1.)/2., 8., 2.,stm.x*-1., stm.y*-1.);
color.g = circle_grid(st,(sin(u_time*20.)+1.)/4., 8., 2.,stm.x*-1., stm.y*-1.);
color.b = circle_grid(st,(sin(u_time*30.)+1.)/8., 8., 2.,stm.x*-1., stm.y*-1.);
//color.g = circle_grid(st,1.,2.*(sin(u_time)+1.), 2.,stm.x*-1., stm.y*-1.);
//float b = circle_grid(st,1.,3.*(sin(u_time)+1.), 2.,stm.x*-1., stm.y*-1.);
//color = vec3(r,g,b);
gl_FragColor = vec4(color, circle_grid(st,1., 8., 2.,stm.x*-1., stm.y*-1.));
}