add squares.glsl
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50
www/shaders/squares.glsl
Normal file
50
www/shaders/squares.glsl
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// is highp wasteful for this shader?
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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uniform float uTime;
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uniform vec2 uResolution;
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#define ROWS 10.
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float rand(in vec2 _st) {
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return fract(sin(dot(_st.xy, vec2(12.9898,78.233))) * 43758.5453123);
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}
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// #define STEPS 10.
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void main() {
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// float ROWS = mod(uTime, 2. * STEPS);
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float aspect = uResolution.x / uResolution.y;
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float cols = floor(ROWS * aspect);
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vec2 uv = vec2(
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ceil(gl_FragCoord.x / uResolution.x * cols) / cols,
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ceil(gl_FragCoord.y / uResolution.y * ROWS) / ROWS
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);
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// vec2 uv = ceil(gl_FragCoord.xy / uResolution * vec2(ROWS, COLS)) / vec2(ROWS, COLS);
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float offset = rand(uv) + rand(vec2(uTime, uTime));
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float id = mod(abs(uv.y * ROWS + uv.x * cols + offset), 4.); // project f(t) = (1, 1)t + uv against the y-axis
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vec3 col = vec3(255., 0., 0.) / 255.;
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if (id < 1.) {
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col = vec3(156., 207., 216.) / 255.;
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} else if (id < 2.) {
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col = vec3(246., 193., 119.) / 255.;
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} else if (id < 3.) {
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col = vec3(196., 167., 231.) / 255.;
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} else if (id < 4.) {
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col = vec3(235., 111., 146.) / 255.;
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}
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// vec3 col = vec3(id, id, id);
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// float val1 = rand(uv);
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// float val2 = rand(val1 + uv);
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// float val3 = rand(val2 + uv);
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// vec3 col = vec3(val1, val2, val3);
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gl_FragColor = vec4(col,1.0);
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}
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