voronoise

pull/18/head^2
Patricio Gonzalez Vivo 9 years ago
parent 7bff6fb972
commit 675cc3b9f5

@ -0,0 +1 @@
Add some references and ideas from this IQ article: http://iquilezles.org/www/articles/palettes/palettes.htm

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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
// Created by inigo quilez - iq/2013
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// http://iquilezles.org/www/articles/voronoise/voronoise.htm
vec3 hash3( vec2 p ) {
vec3 q = vec3( dot(p,vec2(127.1,311.7)),
dot(p,vec2(269.5,183.3)),
dot(p,vec2(419.2,371.9)) );
return fract(sin(q)*43758.5453);
}
float iqnoise( in vec2 x, float u, float v ) {
vec2 p = floor(x);
vec2 f = fract(x);
float k = 1.0+63.0*pow(1.0-v,4.0);
float va = 0.0;
float wt = 0.0;
for (int j=-2; j<=2; j++) {
for (int i=-2; i<=2; i++) {
vec2 g = vec2(float(i),float(j));
vec3 o = hash3(p + g)*vec3(u,u,1.0);
vec2 r = g - f + o.xy;
float d = dot(r,r);
float ww = pow( 1.0-smoothstep(0.0,1.414,sqrt(d)), k );
va += o.z*ww;
wt += ww;
}
}
return va/wt;
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(0.0);
float n = iqnoise( 30.0*st, abs(cos(u_time*.25)), 0.);
gl_FragColor = vec4(vec3(n),1.0);
}

@ -16,8 +16,18 @@ https://en.wikipedia.org/wiki/Perlin_noise
https://en.wikipedia.org/wiki/Colors_of_noise
https://en.wikipedia.org/wiki/Pink_noise
https://en.wikipedia.org/wiki/Shot_noise
# Value Noise
https://en.wikipedia.org/wiki/Value_noise
https://www.shadertoy.com/view/lsf3WH
https://en.wikipedia.org/wiki/Pink_noise
# Gradient Noise
http://en.wikipedia.org/wiki/Gradient_noise
https://www.shadertoy.com/view/XdXGW8
https://en.wikipedia.org/wiki/Shot_noise
# Simplex Noise
http://en.wikipedia.org/wiki/Simplex_noise
https://www.shadertoy.com/view/Msf3WH

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No tile images
https://www.shadertoy.com/view/4tsGzf
https://www.shadertoy.com/view/lt2GDd
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