I am trying to tweak this ShaderToy example for vertices to create 'sparks'
out of them. Have tried to play with gl_PointCoord
and gl_FragCoord
without any results. Maybe, someone here could help me?
I need effect similar to this animated gif:
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
#define M_PI 3.1415926535897932384626433832795
float rand(vec2 co)
{
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main( ) {
float size = 30.0;
float prob = 0.95;
vec2 pos = floor(1.0 / size * gl_FragCoord.xy);
float color = 0.0;
float starValue = rand(pos);
if (starValue > prob)
{
vec2 center = size * pos + vec2(size, size) * 0.5;
float t = 0.9 + sin(time + (starValue - prob) / (1.0 - prob) * 45.0);
color = 1.0 - distance(gl_FragCoord.xy, center) / (0.5 * size);
color = color * t / (abs(gl_FragCoord.y - center.y)) * t / (abs(gl_FragCoord.x - center.x));
}
else if (rand(gl_FragCoord.xy / resolution.xy) > 0.996)
{
float r = rand(gl_FragCoord.xy);
color = r * ( 0.25 * sin(time * (r * 5.0) + 720.0 * r) + 0.75);
}
gl_FragColor = vec4(vec3(color), 1.0);
}
As I understand have to play with vec2 pos, setting it to a vertex position.