adding noise experiments
parent
8ec1ef741e
commit
113daf5b75
Binary file not shown.
After Width: | Height: | Size: 876 B |
@ -0,0 +1,83 @@
|
||||
// Author @patriciogv - 2015
|
||||
// http://patriciogonzalezvivo.com
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform vec2 u_mouse;
|
||||
uniform float u_time;
|
||||
|
||||
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
|
||||
|
||||
float snoise(vec2 v) {
|
||||
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
|
||||
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
|
||||
-0.577350269189626, // -1.0 + 2.0 * C.x
|
||||
0.024390243902439); // 1.0 / 41.0
|
||||
// First corner
|
||||
vec2 i = floor(v + dot(v, C.yy) );
|
||||
vec2 x0 = v - i + dot(i, C.xx);
|
||||
|
||||
// Other corners
|
||||
vec2 i1;
|
||||
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||||
vec4 x12 = x0.xyxy + C.xxzz;
|
||||
x12.xy -= i1;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i); // Avoid truncation effects in permutation
|
||||
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
|
||||
+ i.x + vec3(0.0, i1.x, 1.0 ));
|
||||
|
||||
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
|
||||
m = m*m ;
|
||||
m = m*m ;
|
||||
|
||||
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
|
||||
|
||||
vec3 x = 2.0 * fract(p * C.www) - 1.0;
|
||||
vec3 h = abs(x) - 0.5;
|
||||
vec3 ox = floor(x + 0.5);
|
||||
vec3 a0 = x - ox;
|
||||
|
||||
// Normalise gradients implicitly by scaling m
|
||||
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
|
||||
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
|
||||
|
||||
// Compute final noise value at P
|
||||
vec3 g;
|
||||
g.x = a0.x * x0.x + h.x * x0.y;
|
||||
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||||
return 130.0 * dot(m, g);
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
||||
|
||||
float scale = 10.0;
|
||||
st += vec2(u_time*0.1);
|
||||
st *= scale;
|
||||
|
||||
vec2 offset = vec2(1.)/u_resolution.xy;
|
||||
float center = snoise(vec2(st.x, st.y));
|
||||
float topLeft = snoise(vec2(st.x - offset.x, st.y - offset.y));
|
||||
float left = snoise(vec2(st.x - offset.x, st.y));
|
||||
float bottomLeft = snoise(vec2(st.x - offset.x, st.y + offset.y));
|
||||
float top = snoise(vec2(st.x, st.y - offset.y));
|
||||
float bottom = snoise(vec2(st.x, st.y + offset.y));
|
||||
float topRight = snoise(vec2(st.x + offset.x, st.y - offset.y));
|
||||
float right = snoise(vec2(st.x + offset.x, st.y));
|
||||
float bottomRight= snoise(vec2(st.x + offset.x, st.y + offset.y));
|
||||
|
||||
float dX = topRight + 2.0 * right + bottomRight - topLeft - 2.0 * left - bottomLeft;
|
||||
float dY = bottomLeft + 2.0 * bottom + bottomRight - topLeft - 2.0 * top - topRight;
|
||||
|
||||
vec3 N = normalize(vec3( dX, dY, 0.01))*.5+.5;
|
||||
|
||||
gl_FragColor= vec4(N,1.);
|
||||
}
|
@ -0,0 +1,108 @@
|
||||
// Author @patriciogv - 2015
|
||||
// http://patriciogonzalezvivo.com
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform vec2 u_mouse;
|
||||
uniform float u_time;
|
||||
|
||||
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
|
||||
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
|
||||
float snoise(vec3 v) {
|
||||
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
|
||||
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
|
||||
|
||||
// First corner
|
||||
vec3 i = floor(v + dot(v, C.yyy) );
|
||||
vec3 x0 = v - i + dot(i, C.xxx) ;
|
||||
|
||||
// Other corners
|
||||
vec3 g = step(x0.yzx, x0.xyz);
|
||||
vec3 l = 1.0 - g;
|
||||
vec3 i1 = min( g.xyz, l.zxy );
|
||||
vec3 i2 = max( g.xyz, l.zxy );
|
||||
|
||||
vec3 x1 = x0 - i1 + C.xxx;
|
||||
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
|
||||
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
|
||||
|
||||
// Permutations
|
||||
i = mod289(i);
|
||||
vec4 p = permute( permute( permute(
|
||||
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
|
||||
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
|
||||
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
|
||||
|
||||
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||||
float n_ = 0.142857142857; // 1.0/7.0
|
||||
vec3 ns = n_ * D.wyz - D.xzx;
|
||||
|
||||
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
|
||||
|
||||
vec4 x_ = floor(j * ns.z);
|
||||
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
|
||||
|
||||
vec4 x = x_ *ns.x + ns.yyyy;
|
||||
vec4 y = y_ *ns.x + ns.yyyy;
|
||||
vec4 h = 1.0 - abs(x) - abs(y);
|
||||
|
||||
vec4 b0 = vec4( x.xy, y.xy );
|
||||
vec4 b1 = vec4( x.zw, y.zw );
|
||||
|
||||
vec4 s0 = floor(b0)*2.0 + 1.0;
|
||||
vec4 s1 = floor(b1)*2.0 + 1.0;
|
||||
vec4 sh = -step(h, vec4(0.0));
|
||||
|
||||
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
|
||||
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
|
||||
|
||||
vec3 p0 = vec3(a0.xy,h.x);
|
||||
vec3 p1 = vec3(a0.zw,h.y);
|
||||
vec3 p2 = vec3(a1.xy,h.z);
|
||||
vec3 p3 = vec3(a1.zw,h.w);
|
||||
|
||||
//Normalise gradients
|
||||
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
|
||||
p0 *= norm.x;
|
||||
p1 *= norm.y;
|
||||
p2 *= norm.z;
|
||||
p3 *= norm.w;
|
||||
|
||||
// Mix final noise value
|
||||
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
|
||||
m = m * m;
|
||||
return 42.0 * dot( m*m, vec4(dot(p0,x0), dot(p1,x1),
|
||||
dot(p2,x2), dot(p3,x3) ) );
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
||||
|
||||
float scale = 10.0;
|
||||
st *= scale;
|
||||
float t = u_time*0.3;
|
||||
|
||||
vec2 offset = vec2(1.)/u_resolution.xy;
|
||||
float center = snoise(vec3(st.x, st.y, t));
|
||||
float topLeft = snoise(vec3(st.x - offset.x, st.y - offset.y, t));
|
||||
float left = snoise(vec3(st.x - offset.x, st.y, t));
|
||||
float bottomLeft = snoise(vec3(st.x - offset.x, st.y + offset.y, t));
|
||||
float top = snoise(vec3(st.x, st.y - offset.y, t));
|
||||
float bottom = snoise(vec3(st.x, st.y + offset.y, t));
|
||||
float topRight = snoise(vec3(st.x + offset.x, st.y - offset.y, t));
|
||||
float right = snoise(vec3(st.x + offset.x, st.y, t));
|
||||
float bottomRight= snoise(vec3(st.x + offset.x, st.y + offset.y, t));
|
||||
|
||||
float dX = topRight + 2.0 * right + bottomRight - topLeft - 2.0 * left - bottomLeft;
|
||||
float dY = bottomLeft + 2.0 * bottom + bottomRight - topLeft - 2.0 * top - topRight;
|
||||
|
||||
vec3 N = normalize(vec3( dX, dY, 0.01))*.5+.5;
|
||||
|
||||
gl_FragColor= vec4(N,1.);
|
||||
}
|
@ -0,0 +1,65 @@
|
||||
// Author @patriciogv - 2015
|
||||
// http://patriciogonzalezvivo.com
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform vec2 u_mouse;
|
||||
uniform float u_time;
|
||||
|
||||
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
|
||||
|
||||
float snoise(vec2 v) {
|
||||
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
|
||||
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
|
||||
-0.577350269189626, // -1.0 + 2.0 * C.x
|
||||
0.024390243902439); // 1.0 / 41.0
|
||||
vec2 i = floor(v + dot(v, C.yy) );
|
||||
vec2 x0 = v - i + dot(i, C.xx);
|
||||
vec2 i1;
|
||||
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||||
vec4 x12 = x0.xyxy + C.xxzz;
|
||||
x12.xy -= i1;
|
||||
i = mod289(i); // Avoid truncation effects in permutation
|
||||
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
|
||||
+ i.x + vec3(0.0, i1.x, 1.0 ));
|
||||
|
||||
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
|
||||
m = m*m ;
|
||||
m = m*m ;
|
||||
vec3 x = 2.0 * fract(p * C.www) - 1.0;
|
||||
vec3 h = abs(x) - 0.5;
|
||||
vec3 ox = floor(x + 0.5);
|
||||
vec3 a0 = x - ox;
|
||||
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
|
||||
vec3 g;
|
||||
g.x = a0.x * x0.x + h.x * x0.y;
|
||||
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||||
return 130.0 * dot(m, g);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
||||
vec3 color = vec3(0.0);
|
||||
vec2 pos = vec2(st*3.);
|
||||
|
||||
float DF = 0.0;
|
||||
|
||||
// Add a random position
|
||||
float a = 0.0;
|
||||
vec2 vel = vec2(u_time*.1);
|
||||
DF += snoise(pos+vel)*.25+.25;
|
||||
|
||||
// Add a random position
|
||||
a = snoise(pos*vec2(cos(u_time*0.15),sin(u_time*0.1))*0.1)*3.1415;
|
||||
vel = vec2(cos(a),sin(a));
|
||||
DF += snoise(pos+vel)*.25+.25;
|
||||
|
||||
color = vec3( smoothstep(.7,.75,fract(DF)) );
|
||||
|
||||
gl_FragColor = vec4(color,1.0);
|
||||
}
|
@ -0,0 +1,87 @@
|
||||
// Author @patriciogv - 2015
|
||||
// http://patriciogonzalezvivo.com
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform vec2 u_mouse;
|
||||
uniform float u_time;
|
||||
|
||||
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
|
||||
|
||||
float snoise(vec2 v) {
|
||||
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
|
||||
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
|
||||
-0.577350269189626, // -1.0 + 2.0 * C.x
|
||||
0.024390243902439); // 1.0 / 41.0
|
||||
// First corner
|
||||
vec2 i = floor(v + dot(v, C.yy) );
|
||||
vec2 x0 = v - i + dot(i, C.xx);
|
||||
|
||||
// Other corners
|
||||
vec2 i1;
|
||||
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||||
vec4 x12 = x0.xyxy + C.xxzz;
|
||||
x12.xy -= i1;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i); // Avoid truncation effects in permutation
|
||||
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
|
||||
+ i.x + vec3(0.0, i1.x, 1.0 ));
|
||||
|
||||
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
|
||||
m = m*m ;
|
||||
m = m*m ;
|
||||
|
||||
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
|
||||
|
||||
vec3 x = 2.0 * fract(p * C.www) - 1.0;
|
||||
vec3 h = abs(x) - 0.5;
|
||||
vec3 ox = floor(x + 0.5);
|
||||
vec3 a0 = x - ox;
|
||||
|
||||
// Normalise gradients implicitly by scaling m
|
||||
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
|
||||
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
|
||||
|
||||
// Compute final noise value at P
|
||||
vec3 g;
|
||||
g.x = a0.x * x0.x + h.x * x0.y;
|
||||
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||||
return 130.0 * dot(m, g);
|
||||
}
|
||||
|
||||
vec3 nNoise(vec2 st) {
|
||||
vec2 offset = vec2(1.)/u_resolution.xy;
|
||||
float center = snoise(vec2(st.x, st.y));
|
||||
float topLeft = snoise(vec2(st.x - offset.x, st.y - offset.y));
|
||||
float left = snoise(vec2(st.x - offset.x, st.y));
|
||||
float bottomLeft = snoise(vec2(st.x - offset.x, st.y + offset.y));
|
||||
float top = snoise(vec2(st.x, st.y - offset.y));
|
||||
float bottom = snoise(vec2(st.x, st.y + offset.y));
|
||||
float topRight = snoise(vec2(st.x + offset.x, st.y - offset.y));
|
||||
float right = snoise(vec2(st.x + offset.x, st.y));
|
||||
float bottomRight= snoise(vec2(st.x + offset.x, st.y + offset.y));
|
||||
|
||||
float dX = topRight + 2.0 * right + bottomRight - topLeft - 2.0 * left - bottomLeft;
|
||||
float dY = bottomLeft + 2.0 * bottom + bottomRight - topLeft - 2.0 * top - topRight;
|
||||
|
||||
return normalize(vec3( dX, dY, 0.01))*.5+.5;
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
||||
|
||||
float scale = 10.0;
|
||||
st *= scale;
|
||||
|
||||
st += nNoise(st).xy*.1*sin(u_time);
|
||||
float df = sin(fract(st.y)*10.);
|
||||
|
||||
gl_FragColor= vec4(vec3(smoothstep(.9,.99,df)),1.);
|
||||
}
|
Binary file not shown.
After Width: | Height: | Size: 258 KiB |
@ -0,0 +1,89 @@
|
||||
// Author @patriciogv - 2015
|
||||
// http://patriciogonzalezvivo.com
|
||||
|
||||
// My own port of this processing code by @beesandbombs
|
||||
// https://dribbble.com/shots/1696376-Circle-wave
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform vec2 u_mouse;
|
||||
uniform float u_time;
|
||||
|
||||
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
|
||||
|
||||
float snoise(vec2 v) {
|
||||
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
|
||||
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
|
||||
-0.577350269189626, // -1.0 + 2.0 * C.x
|
||||
0.024390243902439); // 1.0 / 41.0
|
||||
// First corner
|
||||
vec2 i = floor(v + dot(v, C.yy) );
|
||||
vec2 x0 = v - i + dot(i, C.xx);
|
||||
|
||||
// Other corners
|
||||
vec2 i1;
|
||||
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||||
vec4 x12 = x0.xyxy + C.xxzz;
|
||||
x12.xy -= i1;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i); // Avoid truncation effects in permutation
|
||||
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
|
||||
+ i.x + vec3(0.0, i1.x, 1.0 ));
|
||||
|
||||
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
|
||||
m = m*m ;
|
||||
m = m*m ;
|
||||
|
||||
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
|
||||
|
||||
vec3 x = 2.0 * fract(p * C.www) - 1.0;
|
||||
vec3 h = abs(x) - 0.5;
|
||||
vec3 ox = floor(x + 0.5);
|
||||
vec3 a0 = x - ox;
|
||||
|
||||
// Normalise gradients implicitly by scaling m
|
||||
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
|
||||
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
|
||||
|
||||
// Compute final noise value at P
|
||||
vec3 g;
|
||||
g.x = a0.x * x0.x + h.x * x0.y;
|
||||
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||||
return 130.0 * dot(m, g);
|
||||
}
|
||||
|
||||
mat2 rotate2d(float _angle){
|
||||
return mat2(cos(_angle),-sin(_angle),
|
||||
sin(_angle),cos(_angle));
|
||||
}
|
||||
|
||||
float shape(vec2 st, float radius) {
|
||||
st = vec2(0.5)-st;
|
||||
float r = length(st)*2.0;
|
||||
float a = atan(st.y,st.x);
|
||||
float m = abs(mod(a+u_time*2.,3.14*2.)-3.14)/3.6;
|
||||
m += snoise(st+u_time*0.1)*.8;
|
||||
a *= 1.+abs(atan(u_time*0.2))*.1;
|
||||
// a *= 1.+snoise(st+u_time*0.1)*0.1;
|
||||
// a *= 1.+snoise(vec2(a,r)+u_time*0.1)*.1;
|
||||
float f = (cos(a*50.)*.1*pow(m,2.))+radius;
|
||||
return 1.-smoothstep(f,f+0.007,r);
|
||||
}
|
||||
|
||||
float shapeBorder(vec2 st, float radius, float width) {
|
||||
return shape(st,radius)-shape(st,radius-width);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
||||
vec3 color = vec3(1.0) * shapeBorder(st,0.8,0.02);
|
||||
|
||||
gl_FragColor = vec4( color, 1.0 );
|
||||
}
|
Loading…
Reference in New Issue