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38 lines
880 B
GLSL
38 lines
880 B
GLSL
9 years ago
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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float hash(vec2 st) {
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float h = dot(st,vec2(127.1,311.7));
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return -1.0 + 2.0*fract(sin(h)*43758.5453123);
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}
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// Gradient Noise by Inigo Quilez - iq/2013
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// https://www.shadertoy.com/view/XdXGW8
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float noise(vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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vec2 u = f*f*(3.0-2.0*f);
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return mix( mix( hash( i + vec2(0.0,0.0) ),
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hash( i + vec2(1.0,0.0) ), u.x),
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mix( hash( i + vec2(0.0,1.0) ),
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hash( i + vec2(1.0,1.0) ), u.x), u.y);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0);
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vec2 pos = vec2(st*10.0);
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color = vec3(noise(pos)*.5+.5);
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gl_FragColor = vec4(color,1.0);
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}
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