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shader_170401-1-1491059268630.frag
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shader_170401-1-1491059268630.frag
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// Author: playdo.io
// Title: shader_170401-1
#ifdef GL_ES
precision mediump float;
#endif
#define PI radians(180.)
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
// 2D Random
float random (in vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))
* 43758.5453123);
}
// 2D Noise based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
// Smooth Interpolation
// Quintic interpolation curve
vec2 u = f*f*f*(f*(f*6.-15.)+10.);
// u = smoothstep(0.,1.,f);
// Mix 4 coorners porcentages
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
vec2 rotate2D(in vec2 uv, in float ang) {
return uv * mat2(cos(ang), -sin(ang),
sin(ang), cos(ang));
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(0.);
float units = 6.;
units = units/2.;
st = st *2. -1.;
float angle = atan(st.y/st.x);
float rad = length(st);
float q = mod(floor(angle/(PI/units)), 2.);
angle = mod(angle, PI/units);
angle = q*angle + (1.-q)*(PI/units-angle);
st = rad*vec2(cos(angle),sin(angle));
st = rotate2D(st, PI/noise(vec2(angle+u_time*0.15,rad+u_time*.15)));
float c = smoothstep(0.1, 0.9, .6*fract(1.3*pow(st.x+st.y,.49))+random(st*.5)*.4);
color = vec3(c);
gl_FragColor = vec4(color,1.0);
}