thebookofshaders/14/texture-noise.frag

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// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
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#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
uniform sampler2D u_tex0;
uniform vec2 u_tex0Resolution;
uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
// Based on Morgan
// https://www.shadertoy.com/view/4dS3Wd
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float random (in vec2 st) {
return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
43758.5453123);
}
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float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
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// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
void main () {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
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float scale = 2.0;
float offset = 0.5;
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float angle = noise( st + u_time * 0.1 )*PI;
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float radius = offset;
st *= scale;
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st += radius * vec2(cos(angle),sin(angle));
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vec4 color = texture2D(u_tex0,st);
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gl_FragColor = color;
}