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