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//https://thebookofshaders.com/edit.php | |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform vec2 u_mouse; | |
uniform float u_time; | |
vec3 gray = vec3(22./255.,25./255.,25./255.); | |
float box(in vec2 st, in vec2 bl, in vec2 sz) { | |
vec2 uv = step(st,bl) - step(st, vec2(bl.x + sz.x, bl.y + sz.y)); | |
return uv.x*uv.y; | |
} | |
vec3 greenBlinky(in vec2 st, in vec2 pos, in vec2 size, in float timeMult) { | |
return (box(st, pos, size) * vec3(0.225,0.495,0.290) * abs(sin(u_time*timeMult))); | |
} | |
float keyDown(in float btm, in float timeOffset) | |
{ | |
if (sin((u_time + timeOffset) * 2.) < -0.95) | |
{ | |
return btm - 0.01; | |
} | |
return btm; | |
} | |
void main() { | |
vec2 st = gl_FragCoord.xy/u_resolution.xy; | |
vec3 color = vec3(22./255.,25./255.,25./255.); | |
vec2 bl = step(vec2(0.15,0.05),st); | |
float pct = bl.x * bl.y; | |
color += vec3(1.-pct); | |
vec2 tr = step(vec2(0.15,0.05),1.0-st); | |
pct *= tr.x * tr.y; | |
color += (1.-pct); | |
color += box(st,vec2(0.150,0.27),vec2(0.25,0.07)); | |
color += box(st,vec2(0.600,0.27),vec2(0.25,0.07)); | |
color += box(st,vec2(0.8,0.22),vec2(0.2,0.06)); | |
color += box(st,vec2(0.000,0.22),vec2(0.2,0.06)); | |
color += box(st, vec2(.2,.4), vec2(.6,.5)); | |
color -= box(st, vec2(.25,.45), vec2(.5,.4)); | |
color += greenBlinky(st,vec2(0.25,0.710),vec2(0.07,0.07),2.); | |
color += greenBlinky(st,vec2(0.39,0.710),vec2(0.07,0.07),1.5); | |
color += greenBlinky(st,vec2(0.53,0.710),vec2(0.07,0.07),1.75); | |
color += greenBlinky(st,vec2(0.320,0.570),vec2(0.14,0.07),1.8); | |
color += greenBlinky(st,vec2(0.530,0.570),vec2(0.14,0.07),1.9); | |
float keysize = 0.06; | |
float keyboardleft = 0.25; | |
bool isOdd = false; | |
for (int i = 0; i < 8; i++) { | |
float btm = 0.1; | |
if (isOdd) { | |
btm = 0.16; | |
} | |
float left = keyboardleft + float(i) * keysize; | |
vec2 bl = vec2(left, keyDown(btm, sin(float(i) * 2. + 2.))); | |
vec2 size = vec2(keysize, keysize); | |
color += box(st, bl, size) * vec3(1., 1., 1.); | |
isOdd = !isOdd; | |
} | |
gl_FragColor = vec4(color,1.0); | |
} |
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