site/www/shaders/squares.glsl

50 lines
1.3 KiB
GLSL

// 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);
}