precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } //#version 330 core //out vec4 FragColor; //uniform vec2 WindowSize; //uniform float time; // //float rand(ivec2 co) { // return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453); //} // //float cell_size = 0.01; // //#define PI 3.1415926538 // //// whatever that corner contributes //float c_dot(vec2 point, vec2 corner) { // ivec2 c = ivec2(round(corner * 100)); // float angle = rand(c) * 2*PI; // vec2 random_corner_vec = vec2(cos(angle), sin(angle)); // vec2 offset = (point - corner) / cell_size; // float dot_product = dot(random_corner_vec, offset); // // for now just return something // return dot_product; //} // //float lerp(float a, float b, float x) { // return a + x*(b-a); //} // //// better than built in smoothstep. //float fade(float t) { // return ((6*t - 15)*t + 10)*t*t*t; //} // //void main() { // // We'll make origin in the top-left. // vec2 uv = gl_FragCoord.xy / WindowSize; // uv.y = 1.0 - uv.y; // vec2 grid_edge_offset = mod(uv, cell_size); // // c: corner // vec2 c_tl = uv - grid_edge_offset; // vec2 c_tr = uv - grid_edge_offset + vec2(cell_size, 0); // vec2 c_bl = uv - grid_edge_offset + vec2(0, cell_size); // vec2 c_br = uv - grid_edge_offset + vec2(cell_size, cell_size); // float c_tl_dot = c_dot(uv, c_tl); // float c_tr_dot = c_dot(uv, c_tr); // float c_bl_dot = c_dot(uv, c_bl); // float c_br_dot = c_dot(uv, c_br); // // // the uv within the tile (0 to 1) // vec2 tile_uv = (uv - c_tl) / cell_size; // // // lerp index // float u = fade(tile_uv.x); // float v = fade(tile_uv.y); // //float u = tile_uv.x; // //float v = tile_uv.y; // //float u = smoothstep(0, 1, tile_uv.x); // //float v = smoothstep(0, 1, tile_uv.y); // //float val = smoothstep(tile_uv.x, smoothstep(tile_uv.y, c_bl_dot, c_tl_dot), smoothstep(tile_uv.y, c_br_dot, c_tr_dot)); // float val = lerp(lerp(c_tl_dot, c_bl_dot, v), lerp(c_tr_dot, c_br_dot, v), u); // //float val = tile_uv.y; // //float val = c_bl_dot*2 + 0.5; // //val = val * 20; // float out_val = val /2 + 0.5; // FragColor = vec4(out_val, out_val, out_val, 1); // // //float yes = 0.5 + (c_dot(uv, c_tl) + c_dot(uv, c_tr) + c_dot(uv, c_bl) + c_dot(uv, c_br)) / 2; // //FragColor = vec4(yes, yes, yes, 1); //}