thebookofshaders/11/2d-gnoise.frag

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 random2(vec2 st){
st = vec2( dot(st,vec2(127.1,311.7)),
dot(st,vec2(269.5,183.3)) );
return -1.0 + 2.0*fract(sin(st)*43758.5453123);
}
// Gradient Noise by Inigo Quilez - iq/2013
// https://www.shadertoy.com/view/XdXGW8
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float noise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f*f*(3.0-2.0*f);
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return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ),
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dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x),
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mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ),
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dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(0.0);
vec2 pos = vec2(st*10.0);
color = vec3( noise(pos)*.5+.5 );
gl_FragColor = vec4(color,1.0);
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}