GLSL Code
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
varying vec2 vUv;
const float PI = 3.1415926;
vec2 rot2(vec2 p, float t) {
return vec2(cos(t) * p.x - sin(t) * p.y, sin(t) * p.x + cos(t) * p.y);
}
vec3 rotX(vec3 p, float t) {
return vec3(p.x, rot2(p.yz, t));
}
float text(vec2 st) {
return mod(floor(st.s) + floor(st.t), 2.0);
}
void main() {
vec2 pos = (2.0 * gl_FragCoord.xy - u_resolution.xy) / min(u_resolution.x, u_resolution.y);
vec3 cPos = vec3(0.0, 0.0, 0.0);
float t = -0.25 * PI;
vec3 cDir = rotX(vec3(0.0, 0.0, -1.0), t);
vec3 cUp = rotX(vec3(0.0, 1.0, 0.0), t);
vec3 cSide = cross(cDir, cUp);
float targetDepth = 1.0;
vec3 ray = cSide * pos.x + cUp * pos.y + cDir * targetDepth - cPos;
ray = normalize(ray);
vec3 groundNormal = vec3(0.0, 1.0, 0.0);
float groundHeight = 1.0;
vec3 lPos = vec3(0.0);
vec3 col;
if (dot(ray, groundNormal) < 0.0) {
vec3 hit = cPos - ray * groundHeight / dot(ray, groundNormal);
float diff = max(dot(normalize(lPos - hit), groundNormal), 0.0);
diff *= 0.5 + u_mouse.y / u_resolution.y;
diff = pow(diff, 0.5 + u_mouse.x / u_resolution.x);
col = vec3(diff * text(hit.zx));
} else {
col = vec3(0.0);
}
gl_FragColor = vec4(col, 1.0);
}