#define TAU 6.28318530718 varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 u_resolution; uniform float density; uniform float seed; uniform vec2 scale; uniform vec2 alpha; uniform int mode; uniform int render; 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; float w = 0.; vec2 dim = u_resolution; vec2 pos = ps; float _t = min(tx.x, tx.y) / 2.; 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 = mix(scale.x, scale.y, random(vec2(2., float(i)))); float _a = mix(alpha.x, alpha.y, random(vec2(float(i), 2.))); float dst = 1. - distance(pos, vec2(_x, _y)); float st; if(mode == 0) st = smoothstep(1. - max(_t, thickness), 1., 1. - abs(dst - (1. - _s))) * _a; else if(mode == 1) st = smoothstep(1. - _s - thickness, 1. - _s + thickness, max(0., dst)) * _a; if(render == 0) w = max(w, st); else if(render == 1) w += st; } gl_FragColor = vec4(vec3(w), 1.); }