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MovingCells2.frag
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MovingCells2.frag
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
vec2 brickTile(vec2 _st, float _zoom){
_st *= _zoom;
// Here is where the offset is happening
_st.x += step(1., mod(_st.y,2.0)) * 0.5;
_st.x += mod(_st.y,2.0) < 1.0 ? -u_time : u_time;
return fract(_st);
}
float box(vec2 _st, vec2 _size){
_size = vec2(0.5)-_size*0.5;
vec2 uv = smoothstep(_size,_size+vec2(1e-4),_st);
uv *= smoothstep(_size,_size+vec2(1e-4),vec2(1.0)-_st);
return uv.x;
}
float random (in vec2 _st) {
return fract(sin(dot(_st.xy, vec2(12.9898,78.233)))*43758.5453123);
}
void main(void){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(0.0);
// Modern metric brick of 215mm x 102.5mm x 65mm
// http://www.jaharrison.me.uk/Brickwork/Sizes.html
// st /= vec2(2.15,0.65)/1.5;
// Apply the brick tiling
st = brickTile(vec2(st.x, st.y),2.0);
vec2 boxSize = vec2(sin(random(vec2(st.x-100000.))));
color = vec3(box(st,boxSize));
// Uncomment to see the space coordinates
// color = vec3(st,0.0);
gl_FragColor = vec4(color,1.0);
}