adding images to noise chapter
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// Author @patriciogv ( patricio.io ) - 2015
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// Inspired by the Patterns of Nina Warmerdam ( www.behance.net/ninawarmerdam )
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#ifdef GL_OES_standard_derivatives
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#extension GL_OES_standard_derivatives : enable
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#endif
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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 aastep(float threshold, float value) {
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#ifdef GL_OES_standard_derivatives
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float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
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return smoothstep(threshold-afwidth, threshold+afwidth, value);
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#else
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return step(threshold, value);
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#endif
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}
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vec2 brickTile(vec2 st, float zoom){
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st *= zoom;
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if (fract(st.y * 0.5) > 0.5){
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st.x += 0.5;
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}
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return fract(st);
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}
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float circleDF(vec2 st){
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vec2 pos = vec2(0.5)-st;
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return dot(pos,pos)*3.14;
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}
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float circle(vec2 st, float radius){
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radius *= 0.75;
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return 1.-aastep(radius,circleDF(st));
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}
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float dots(vec2 st, float size){
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st = brickTile(st, 2.);
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return circle(st, size);
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}
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float dotsDF(vec2 st){
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st = brickTile(st, 2.);
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return circleDF(st);
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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 IN = st;
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vec2 OUT = st*2.;
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float pct = 1.0-fract(u_mouse.y/u_resolution.y);
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pct = pow(pct,6.);
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float d = 0.0;
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// d = mix(dots(fract(IN),(1.-pct)), dots(fract(OUT),pct), pct);
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// d = mix(dotsDF(fract(IN)), dotsDF(fract(OUT)), pct);
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d = dotsDF(fract(IN))*(1.-pct) + dotsDF(fract(OUT))*pct;
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d = aastep(.21,d);
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color = vec3(d);
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gl_FragColor = vec4(color,1.0);
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}
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// Author @patriciogv ( patricio.io ) - 2015
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// Inspired by the Patterns of Nina Warmerdam ( www.behance.net/ninawarmerdam )
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#ifdef GL_OES_standard_derivatives
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#extension GL_OES_standard_derivatives : enable
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#endif
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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 aastep(float threshold, float value) {
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#ifdef GL_OES_standard_derivatives
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float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
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return smoothstep(threshold-afwidth, threshold+afwidth, value);
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#else
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return step(threshold, value);
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#endif
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}
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vec2 brickTile(vec2 st, float zoom){
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st *= zoom;
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if (fract(st.y * 0.5) > 0.5){
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st.x += 0.5;
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}
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return fract(st);
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}
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float circleDF(vec2 st){
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vec2 pos = vec2(0.5)-st;
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return dot(pos,pos)*3.14;
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}
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float dotsDF(vec2 st){
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st = brickTile(st, 2.);
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return circleDF(st);
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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 IN = st;
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vec2 OUT = st*2.;
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float pct = 1.0-fract(u_mouse.y/u_resolution.y);
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float d = 0.0;
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d = dotsDF(fract(IN))*(1.0-pct);
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d += dotsDF(fract(OUT))*pct;
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// d = max(dotsDF(fract(IN))*(1.0-pct),dotsDF(fract(OUT))*pct);
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// d = aastep(.21,d);
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color = vec3(d);
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gl_FragColor = vec4(color,1.0);
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}
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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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vec2 random2(vec2 st){
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st = vec2( dot(st,vec2(127.1,311.7)),
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dot(st,vec2(269.5,183.3)) );
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return -1.0 + 2.0*fract(sin(st)*43758.5453123);
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}
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// Value Noise by Inigo Quilez - iq/2013
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// https://www.shadertoy.com/view/lsf3WH
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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( 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);
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}
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vec2 tile(vec2 _st, float _zoom){
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_st *= _zoom;
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return fract(_st);
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}
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float X(vec2 _st, float _width){
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float pct0 = smoothstep(_st.x-_width,_st.x,_st.y);
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pct0 *= 1.-smoothstep(_st.x,_st.x+_width,_st.y);
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float pct1 = smoothstep(_st.x-_width,_st.x,1.0-_st.y);
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pct1 *= 1.-smoothstep(_st.x,_st.x+_width,1.0-_st.y);
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return pct0+pct1;
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}
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//
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
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vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
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float snoise(vec3 v) {
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const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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i = mod289(i);
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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//Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot( m*m, vec4(dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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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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float grid = 1.0-X(tile(st,15.+snoise(vec3(st,u_time*.1))),0.05);
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gl_FragColor = vec4(vec3(grid),1.0);
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}
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After Width: | Height: | Size: 25 KiB |
After Width: | Height: | Size: 57 KiB |
After Width: | Height: | Size: 49 KiB |
After Width: | Height: | Size: 112 KiB |
After Width: | Height: | Size: 46 KiB |
After Width: | Height: | Size: 55 KiB |
After Width: | Height: | Size: 64 KiB |
After Width: | Height: | Size: 70 KiB |
After Width: | Height: | Size: 26 KiB |
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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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vec2 random2(vec2 st){
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st = vec2( dot(st,vec2(127.1,311.7)),
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dot(st,vec2(269.5,183.3)) );
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return -1.0 + 2.0*fract(sin(st)*43758.5453123);
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}
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// Value Noise by Inigo Quilez - iq/2013
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// https://www.shadertoy.com/view/lsf3WH
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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( 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);
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}
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float grid(vec2 st, float res){
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vec2 grid = fract(st*res);
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return 1.-(step(res,grid.x) * step(res,grid.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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// Grid
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vec2 grid_st = (st+1.)*(290.+noise(st*5.+u_time)*10.);
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color += vec3(0.2,0.,0.)*grid(grid_st,0.01);
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color += vec3(0.1,0.,0.)*grid(grid_st,0.02);
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color += vec3(0.1)*grid(grid_st,0.1);
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gl_FragColor = vec4(1.0-color,1.0);
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}
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