fragShaderSource = `
precision mediump float;
uniform vec2 u_size;
uniform float u_time;
float fixedTime = u_time / 2.0;
float width_1 = float(${gap_x});
float width_2 = float(${gap_y});
float f_x = float(${f_x});
float f_y = float(${f_y});
// 2D Random
float random (in vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))
* 43758.5453123);
}
// 2D Noise based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
// Smooth Interpolation
// Cubic Hermine Curve. Same as SmoothStep()
vec2 u = f*f*(3.0-2.0*f);
// u = smoothstep(0.,1.,f);
// Mix 4 coorners percentages
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
void main()
{
vec3 color = vec3(1.0);
// x方向上满足
if(mod(gl_FragCoord.x * noise(gl_FragCoord.xx), f_x) <= width_1) {
color = vec3(0.0);
}
// y方向上满足
if(mod(gl_FragCoord.y * noise(gl_FragCoord.yy), f_y) <= width_2) {
color = vec3(0.0);
}
gl_FragColor = vec4(color, 1.0);
}
`