#define TAU 6.28318530718 varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 u_resolution; uniform vec2 position; uniform float density; uniform float seed; uniform float slope; uniform int axis; uniform int mode; uniform vec2 alpha; uniform vec2 curve; uniform float curveDetail; uniform float curveShift; uniform float thickness; float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(1., 6.), vec2(2., 7.))) * (1. + seed / 100.)); } void main() { vec2 tx = 1. / u_resolution; vec2 ps = v_vTexcoord + position; float w = 0.; vec2 dim = axis == 0? u_resolution : u_resolution.yx; vec2 pos = axis == 0? ps : ps.yx; float _t = min(tx.x, tx.y) / 2.; float mt = 1. - _t; float rp = dim.x; int amo = int(density * rp); for (int i = 0; i < amo; i++) { float _x = random(vec2(float(i), 1.)); float _y = random(vec2(1., float(i))); float _s = random(vec2(2., float(i))) - 0.5; float _a = mix(alpha.x, alpha.y, random(vec2(float(i), 2.))); float _c = mix(curve.x, curve.y, random(vec2(float(i), 3.))); _x += _s * 2. * (pos.y - _y) * slope; _x += sin((pos.y - _y) * curveDetail * dim.y / 4. + (curveShift * TAU/* * sign(_y - 0.5)*/)) * _c / dim.x * 2.; if(mode == 0) { float st = smoothstep(mt - thickness, mt + thickness, 1. - abs(pos.x - _x)) * _a; w = max(w, st); } else if(mode == 1) { float st = smoothstep(mt - thickness, mt + thickness, 1. - max(0., pos.x - _x)) * (1. / float(amo)); w += st; } } gl_FragColor = vec4(vec3(w), 1.); }