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KodeLife fragment shader sketch
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#version 150 | |
uniform float time; | |
uniform vec2 resolution; | |
out vec4 fragColor; | |
const float PI = 3.14159265359; | |
float rand(float x, float y) | |
{ | |
return fract(sin(dot(vec2(x, y), vec2(12.9898, 78.233))) * 43758.5453); | |
} | |
void main(void) | |
{ | |
vec2 p = gl_FragCoord.xy / resolution * 2 - 1; | |
p.x *= resolution.x / resolution.y; | |
p = vec2(atan(p.y, p.x) / PI / 2 + 0.5, length(p)); | |
p.y = p.y * 4 - time * 2; | |
float r = floor(p.y); | |
p.x *= ceil(8 * rand(r, 0.1)); | |
p.x += time * mix(-2, 2, rand(r, 0.2)); | |
fragColor = vec4(step(0.5, fract(p.y)) * step(0.3, fract(p.x))); | |
} |
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