more ikeda random
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// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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float random (in float x) {
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return fract(sin(x)*1e4);
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}
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float random (in vec2 st) {
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return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
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}
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float randomSerie(float x, float freq, float t) {
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return step(.8,random( floor(x*freq)-floor(t) ));
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0);
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float cols = 2.;
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float freq = random(floor(u_time))+abs(atan(u_time)*0.1);
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float t = 60.+u_time*(1.0-freq)*30.;
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if (fract(st.x*cols* 0.5) < 0.5){
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t *= -1.0;
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}
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freq += random(floor(st.x));
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float offset = 0.025;
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color = vec3(randomSerie(st.y, freq*100., t+offset),
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randomSerie(st.y, freq*100., t),
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randomSerie(st.y, freq*100., t-offset));
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gl_FragColor = vec4(color,1.0);
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}
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@ -0,0 +1,40 @@
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// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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float random (in float x) {
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return fract(sin(x)*1e4);
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}
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float random (in vec2 st) {
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return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0);
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float t = u_time*24.*2.;
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vec2 grid = vec2(2.0,50.0);
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vec2 ipos = floor(st*grid);
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vec2 fpos = fract(st*grid);
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float value = random(floor(ipos.y+t));// * pow(smoothstep(0.,.2,(1.0-ipos.y/grid.y)),.9)*mix((0.5+ipos.y/grid.y),1.0,1.0-ipos.y/grid.y) ;
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if (ipos.x == 0.) {
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fpos = 1.0-fpos;
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}
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color += step(fpos.x*1.5,value);
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gl_FragColor = vec4(color,1.0);
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}
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@ -9,6 +9,10 @@ uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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float random (in float x) {
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return fract(sin(x)*1e4);
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}
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float random (in vec2 _st) {
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return fract(sin(dot(_st.xy,
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vec2(12.9898,78.233)))*
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@ -17,22 +21,23 @@ float random (in vec2 _st) {
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st *= vec2(10.0,100.);
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st.x *= u_resolution.x/u_resolution.y;
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st *= vec2(100.0,50.);
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vec3 color = vec3(0.0);
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vec2 ivec = floor(st); // integer
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vec2 fvec = fract(st); // fraction
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vec2 vel = floor(vec2(u_time*10.)); // time
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vel *= vec2(-1.,0.); // direction
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vel *= (step(1., mod(ivec.y,2.0))-0.5)*2.;
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// vel *= (step(1., mod(ivec.y,2.0))-0.5)*2.; // Oposite directions
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vel *= random(ivec.y); // random speed
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ivec += vel;
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// Move
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ivec += floor(vel);
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// Assign a random value base on the integer coord
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vec3 color = vec3( step(.8,random( ivec )));
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// Un comment to see the subdivided grid
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// color = vec3(fvec,0.0);
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color = vec3(1.0-step(.8,random(ivec)));
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gl_FragColor = vec4(color,1.0);
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}
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@ -0,0 +1,46 @@
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// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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float random (in float x) {
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return fract(sin(x)*1e4);
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}
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float random (in vec2 st) {
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return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
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}
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float randomSerie(float x, float freq, float t) {
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return step(.8,random( floor(x*freq)-floor(t) ));
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0);
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float cols = 2.;
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float freq = random(floor(u_time))+abs(atan(u_time)*0.1);
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float t = 60.+u_time*(1.0-freq)*30.;
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if (fract(st.x*cols* 0.5) < 0.5){
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t *= -1.0;
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}
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freq += random(floor(st.x));
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float offset = 0.025;
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color = vec3(randomSerie(st.y, freq*100., t+offset),
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randomSerie(st.y, freq*100., t),
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randomSerie(st.y, freq*100., t-offset));
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gl_FragColor = vec4(color,1.0);
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}
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