adding barcode
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6c36bcf606
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08/tmp/cross.png
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08/tmp/cross.png
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08/tmp/ico.png
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08/tmp/ico.png
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// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D u_tex0;
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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 rows = 10.0;
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vec2 brickTile(vec2 _st, float _zoom){
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_st *= _zoom;
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if (fract(_st.y * 0.5) > 0.5){
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_st.x += 0.5;
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}
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return fract(_st);
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}
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float circle(vec2 _st, float _radius){
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vec2 pos = vec2(0.5)-_st;
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_radius *= 0.75;
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return 1.-smoothstep(_radius-(_radius*0.01),_radius+(_radius*0.01),dot(pos,pos)*3.14);
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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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vec2 pos = st;
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st = brickTile(st,50.);
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float pattern = texture2D(u_tex0,pos).r;
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pattern = circle(st, pattern);
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gl_FragColor = vec4(1.-vec3(pattern),1.0);
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}
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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 float u_time;
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float random (in float x) { return fract(sin(x)*43758.5453); }
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float random (in vec2 st) { return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); }
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float binChar (vec2 ipos, float n) {
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float remain = mod(n,33554432.);
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for (float i = 0.0; i < 15.0; i++) {
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if ( floor(i/3.) == ipos.y && mod(i,3.) == ipos.x ) {
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return step(1.0,mod(remain,2.));
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}
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remain = ceil(remain/2.);
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}
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return 0.0;
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}
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float char (vec2 st, float n) {
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st.x = st.x*2.-0.5;
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st.y = st.y*1.2-0.1;
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vec2 grid = vec2(3.,5.);
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vec2 ipos = floor(st*grid);
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vec2 fpos = fract(st*grid);
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n = floor(mod(n,10.));
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float digit = 0.0;
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if (n < 1. ) { digit = 31600.; }
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else if (n < 2. ) { digit = 9363.0; }
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else if (n < 3. ) { digit = 31184.0; }
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else if (n < 4. ) { digit = 31208.0; }
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else if (n < 5. ) { digit = 23525.0; }
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else if (n < 6. ) { digit = 29672.0; }
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else if (n < 7. ) { digit = 29680.0; }
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else if (n < 8. ) { digit = 31013.0; }
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else if (n < 9. ) { digit = 31728.0; }
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else if (n < 10. ) { digit = 31717.0; }
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float pct = binChar(ipos, digit);
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vec2 borders = vec2(1.);
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// borders *= step(0.01,fpos.x) * step(0.01,fpos.y); // inner
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borders *= step(0.0,st)*step(0.0,1.-st); // outer
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return step(.5,1.0-pct) * borders.x * borders.y;
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}
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float binBar (vec2 ipos, float n) {
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float remain = mod(n,128.);
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for(float i = 0.0; i < 8.0; i++){
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if ( mod(i,10.) == ipos.x ) {
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return step(1.0,mod(remain,2.));
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}
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remain = ceil(remain/2.);
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}
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return 0.0;
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}
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// Standard UPC-E Barcode reference from
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// https://en.wikipedia.org/wiki/Universal_Product_Code
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float bar (vec2 st, float n, bool L) {
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vec2 grid = vec2(7.,1.);
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if (L) { st = 1.0-st; }
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vec2 ipos = floor(st*grid);
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vec2 fpos = fract(st*grid);
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n = floor(mod(n,10.));
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float digit = 0.0;
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if (n < 1. ) { digit = 114.; }
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else if (n < 2. ) { digit = 102.0; }
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else if (n < 3. ) { digit = 108.0; }
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else if (n < 4. ) { digit = 66.0; }
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else if (n < 5. ) { digit = 92.0; }
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else if (n < 6. ) { digit = 78.0; }
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else if (n < 7. ) { digit = 80.0; }
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else if (n < 8. ) { digit = 68.0; }
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else if (n < 9. ) { digit = 72.0; }
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else if (n < 10. ) { digit = 116.0; }
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float pct = binBar(ipos, digit+1.);
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if (L) { pct = 1.-pct; }
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return step(.5,pct);
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}
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float bar (vec2 st, float n) {
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return bar(st,n,true);
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}
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float barStart (vec2 st) {
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vec2 grid = vec2(7.,1.);
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vec2 ipos = floor((1.0-st)*grid);
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float digit = 122.0;
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float pct = binBar(ipos, digit+1.);
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return step(.5,1.0-pct);
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}
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float barEnd(vec2 st) {
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vec2 grid = vec2(7.,1.);
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vec2 ipos = floor((1.0-st)*grid);
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float digit = 85.0;
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float pct = binBar(ipos, digit+1.);
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return step(.5,1.0-pct);
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}
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float barCode(vec2 st, float rows, float value) {
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rows = ceil(rows);
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vec2 ipos = floor(st*rows);
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vec2 fpos = fract(st*rows);
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value = value*pow(10.,ipos.x)*0.0000000001+0.1;
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if (ipos.x == 0.0 ) {
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return barStart(fpos);
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} else if (ipos.x == rows-1.) {
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return barEnd(fpos);
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} else {
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if (ipos.y == 0.0) {
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return 1.0-char(fpos,value);
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} else {
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return bar(fpos,value);
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}
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}
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}
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void main(){
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vec2 st = gl_FragCoord.st/u_resolution.xy;
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st *= 3.;
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vec2 ipos = floor(st);
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vec2 fpos = fract(st);
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fpos.y *= u_resolution.y/u_resolution.x;
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vec3 color = vec3(0.0);
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if (ipos.x == 1. && ipos.y == 1.) {
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float value = 0.0;
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// value = 123456789.0;
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value += floor(u_time);
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value = random(floor(u_time*10.))*1000000000.;
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color += barCode(fpos,12.,value);
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} else {
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color += 1.;
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}
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gl_FragColor = vec4( color , 1.0);
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}
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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 float u_time;
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float random(in float x){ return fract(sin(x)*43758.5453); }
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float random(in vec2 st){ return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453); }
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float bin(vec2 ipos, float n){
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float remain = mod(n,33554432.);
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for(float i = 0.0; i < 25.0; i++){
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if ( floor(i/3.) == ipos.y && mod(i,3.) == ipos.x ) {
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return step(1.0,mod(remain,2.));
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}
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remain = ceil(remain/2.);
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}
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return 0.0;
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}
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float char(vec2 st, float n){
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st.x = st.x*2.-0.5;
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st.y = st.y*1.2-0.1;
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vec2 grid = vec2(3.,5.);
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vec2 ipos = floor(st*grid);
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vec2 fpos = fract(st*grid);
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n = floor(mod(n,10.));
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float digit = 0.0;
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if (n < 1. ) { digit = 31600.; }
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else if (n < 2. ) { digit = 9363.0; }
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else if (n < 3. ) { digit = 31184.0; }
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else if (n < 4. ) { digit = 31208.0; }
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else if (n < 5. ) { digit = 23525.0; }
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else if (n < 6. ) { digit = 29672.0; }
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else if (n < 7. ) { digit = 29680.0; }
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else if (n < 8. ) { digit = 31013.0; }
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else if (n < 9. ) { digit = 31728.0; }
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else if (n < 10. ) { digit = 31717.0; }
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float pct = bin(ipos, digit);
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vec2 borders = vec2(1.);
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// borders *= step(0.01,fpos.x) * step(0.01,fpos.y); // inner
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borders *= step(0.0,st)*step(0.0,1.-st); // outer
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return step(.5,1.0-pct) * borders.x * borders.y;
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}
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void main(){
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vec2 st = gl_FragCoord.st/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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float rows = 34.0;
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vec2 ipos = floor(st*rows);
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vec2 fpos = fract(st*rows);
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ipos += vec2(0.,floor(u_time*20.*random(ipos.x+1.)));
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float pct = random(ipos);
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vec3 color = vec3(char(fpos,100.*pct));
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color = mix(color,vec3(color.r,0.,0.),step(.99,pct));
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gl_FragColor = vec4( color , 1.0);
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}
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precision mediump float;
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#endif
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uniform sampler2D u_tex0;
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uniform vec2 u_resolution;
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uniform float u_time;
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// Cellular noise ("Worley noise") in 2D in GLSL.
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// Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.
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// This code is released under the conditions of the MIT license.
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// See LICENSE file for details.
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// Permutation polynomial: (34x^2 + x) mod 289
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vec4 permute(vec4 x) {
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return mod((34.0 * x + 1.0) * x, 289.0);
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}
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// Cellular noise, returning F1 and F2 in a vec2.
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// Speeded up by using 2x2 search window instead of 3x3,
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// at the expense of some strong pattern artifacts.
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// F2 is often wrong and has sharp discontinuities.
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// If you need a smooth F2, use the slower 3x3 version.
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// F1 is sometimes wrong, too, but OK for most purposes.
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vec2 cellular2x2(vec2 P) {
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#define K 0.142857142857 // 1/7
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#define K2 0.0714285714285 // K/2
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void main(void) {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec2 F = cellular2x2(st*50.);
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vec2 F = cellular2x2(st*100.);
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float pct = st.x;
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float pct = texture2D(u_tex0,st).r;
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pct = step(1.-pct,F.x);
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float n = step(pct,F.x*1.3);
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gl_FragColor = vec4(n, n, n, 1.0);
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gl_FragColor = vec4(vec3(pct), 1.0);
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}
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