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WaveGGJ17/Resources/shader.frag
2017-01-21 13:58:45 +01:00

38 lines
No EOL
998 B
GLSL

uniform vec2 resolution;
uniform float time;
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
float line(float p, float x, float glow) {
if (abs(p - x) < 0.025) return 1.;
return 1. - pow(abs(p - x), glow);
}
float grid(vec2 uv) {
float glow = 0.05;
float c = line(uv.x, 0.25, glow) + line(uv.x, 0.75, glow)
+ line(uv.x, 0.5, glow)
+ line(uv.x, 0.0, glow) + line(uv.x, 1.0, glow)
+ line(uv.y, 0.25, glow) + line(uv.y, 0.75, glow)
+ line(uv.y, 0.5, glow)
+ line(uv.y, 0.0, glow) + line(uv.y, 1.0, glow);
return c;
}
void main(void) {
vec2 umuv = (gl_FragCoord.xy / resolution.xy - .5) * 2.;
vec2 uv = umuv;
float z = (abs(uv.y ) * .8 + .2);
uv.y *= 3.;
uv /= z;
if (uv.y < umuv.y) uv.y += abs(time * 0.1);
else uv.y -= abs(time * 0.1);
vec4 color = vec4(255, 120, 153, 255) / 255.;
gl_FragColor = (grid(fract(uv))) * color;
}