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GLSL Workshop Creative Coding Cooking Club
void main () {
// PIXELS ON THE SCREEN
vec2 uv = uv();
vec2 uv2 = uv;
vec2 uv1 = uv;
// GROUP OF SQUARES
uv1 = rotate(uv1,
vec2(0., 0.),
0.8 * -time * 0.1);
uv1 += noise(uv1 * time / 100.);
float squares1 = fract(
max(
abs(uv1.x),
abs(uv1.y)
) * 2.0
);
squares1 = step(squares1, 0.7);
uv2 = rotate(uv2,
vec2(0., 0.),
time * 0.1);
float squares2 = fract(
max(
abs(uv2.x),
abs(uv2.y)
) * 2.0
);
squares2 = step(squares2, 0.2);
// GROUP OF TRIANGLES
float triangles = fract(
max(
abs(uv.x) + uv.y * 0.5,
uv.y * (0.5 * 2.0) * -1.0
) * 5.0
);
triangles = step(triangles, 0.9);
// GROUP OF LINES
float lines = fract(uv.y * 5.0);
lines = step(lines, 0.3);
// COLORS
vec3 color = vec3(0.0, 0.0, 0.0);
vec3 red = vec3(1.0, 0.0, 0.0);
vec3 blue = vec3(0.5, 0.3, 0.8);
// ADD DRAWN ELEMENTS
color = vec3(squares2);
color = mix(color, blue, squares1);
gl_FragColor = vec4(color, 1.0);
}
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