#version 300 es
precision mediump float;
uniform float u_time;
uniform vec2 u_resolution;
uniform float u_noiseScale;
uniform float u_asciiScale;
uniform float u_speed;
out vec4 fragColor;
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
vec3 mod289(const in vec3 x) {
return x - floor(x * (1. / 289.)) * 289.;
}
vec4 mod289(const in vec4 x) {
return x - floor(x * (1. / 289.)) * 289.;
}
vec4 permute(const in vec4 v) {
return mod289(((v * 34.0) + 1.0) * v);
}
vec4 taylorInvSqrt(in vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 quintic(const in vec3 v) {
return v * v * v * (v * (v * 6.0 - 15.0) + 10.0);
}
float cnoise(in vec3 P) {
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x, gy0.x, gz0.x);
vec3 g100 = vec3(gx0.y, gy0.y, gz0.y);
vec3 g010 = vec3(gx0.z, gy0.z, gz0.z);
vec3 g110 = vec3(gx0.w, gy0.w, gz0.w);
vec3 g001 = vec3(gx1.x, gy1.x, gz1.x);
vec3 g101 = vec3(gx1.y, gy1.y, gz1.y);
vec3 g011 = vec3(gx1.z, gy1.z, gz1.z);
vec3 g111 = vec3(gx1.w, gy1.w, gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = quintic(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
float character(int n, vec2 p) {
p = floor(p * vec2(-4.0, 4.0) + 2.5);
if(clamp(p.x, 0.0, 4.0) == p.x) {
if(clamp(p.y, 0.0, 4.0) == p.y) {
int a = int(round(p.x) + 5.0 * round(p.y));
if(((n >> a) & 1) == 1)
return 1.0;
}
}
return 0.0;
}
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution;
// float x = ceil(uv.x);
// float hue = (sin(u_time) + 1.) / 2.;
float hue = abs(cnoise(vec3(uv * u_noiseScale, u_time * u_speed)));
vec3 col = hsv2rgb(vec3(hue / 3. + 0.6, 0.9, 1.));
float gray = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
int n = 4096;
if(gray > 0.2)
n = 65600; // :
if(gray > 0.3)
n = 163153; // *
if(gray > 0.4)
n = 15255086; // o
if(gray > 0.5)
n = 13121101; // &
if(gray > 0.6)
n = 15252014; // 8
if(gray > 0.7)
n = 13195790; // @
if(gray > 0.8)
n = 11512810; // #
vec2 p = mod(gl_FragCoord.xy / u_asciiScale, 2.0) - vec2(1.0);
col = col * character(n, p);
fragColor = vec4(col, 1.0);
fragColor = vec4(col, 1.); // Magenta
}