more noise functions

pull/18/head^2
Patricio Gonzalez Vivo 9 years ago
parent 113daf5b75
commit 7bff6fb972

@ -0,0 +1,77 @@
#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://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm
vec2 random2( vec2 p ) {
return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
}
#define ANIMATE
vec3 voronoi( in vec2 x ) {
vec2 n = floor(x);
vec2 f = fract(x);
// first pass: regular voronoi
vec2 mg, mr;
float md = 8.0;
for (int j=-1; j<=1; j++ ) {
for (int i=-1; i<=1; i++ ) {
vec2 g = vec2(float(i),float(j));
vec2 o = random2( n + g );
#ifdef ANIMATE
o = 0.5 + 0.5*sin( u_time + 6.2831*o );
#endif
vec2 r = g + o - f;
float d = dot(r,r);
if( d<md ) {
md = d;
mr = r;
mg = g;
}
}
}
// second pass: distance to borders
md = 8.0;
for (int j=-2; j<=2; j++ ) {
for (int i=-2; i<=2; i++ ) {
vec2 g = mg + vec2(float(i),float(j));
vec2 o = random2( n + g );
#ifdef ANIMATE
o = 0.5 + 0.5*sin( u_time + 6.2831*o );
#endif
vec2 r = g + o - f;
if( dot(mr-r,mr-r)>0.00001 )
md = min( md, dot( 0.5*(mr+r), normalize(r-mr) ) );
}
}
return vec3( md, mr );
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(0.0);
vec3 c = voronoi( 8.0*st );
// isolines
color = c.x*(0.5 + 0.5*sin(64.0*c.x))*vec3(1.0);
// borders
color = mix( vec3(1.0,0.6,0.0), color, smoothstep( 0.01, 0.02, c.x ) );
// feature points
float dd = length( c.yz );
color = mix( vec3(1.0,0.6,0.1), color, smoothstep( 0.0, 0.12, dd) );
color += vec3(1.0,0.6,0.1)*(1.0-smoothstep( 0.0, 0.04, dd));
gl_FragColor = vec4(color,1.0);
}

@ -132,8 +132,9 @@ Yeah, right? How he did that? Well we saw that for one dimension he was smoothly
![](2^N.png)
## Digital Jackson Pollock
# Voronoi Noise

@ -0,0 +1,101 @@
// 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);
}
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;
}
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 f = 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(0.0);
vec3 normals = nNoise(st*6.+u_time);
color = vec3(1.) * shapeBorder(st,0.8,0.02);
st -= .005;
color.g = shapeBorder(st+normals.xy*.01,0.81,0.03);
gl_FragColor = vec4( color, 1.0 );
}

@ -73,7 +73,9 @@ float shape(vec2 st, float radius) {
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;
float f = radius;
// f += sin(a*10.)*snoise(st+u_time*.2)*.1;
f += (cos(a*50.)*.1*pow(m,2.));
return 1.-smoothstep(f,f+0.007,r);
}

@ -0,0 +1,92 @@
// 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, vec2 offset, 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+offset.y*2.,3.14*2.)-3.14)/3.6;
m += snoise(st+u_time*0.1)*.8;
a += offset.x;
float f = radius;
f += (cos(a*20.)*.1*pow(m,2.));
return 1.-smoothstep(f,f+0.007,r);
}
float shapeBorder(vec2 st, vec2 offset, float radius, float width) {
return shape(st,offset,radius)-shape(st,offset,radius-width);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(.0);
float t = u_time*.1;
color.r = shapeBorder(st,vec2(0.1,t),0.8,0.02);
color.g = shapeBorder(st,vec2(0.2,t),0.8,0.02);
color.b = shapeBorder(st,vec2(0.3,t),0.8,0.02);
gl_FragColor = vec4( color, 1.0 );
}

@ -0,0 +1,97 @@
// 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;
//
// Description : Array and textureless GLSL 2D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
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);
}
float cascade(vec2 st, float time) {
vec2 pos = st*vec2(30.,2.*st.y*st.y)+vec2(0.,time);
float n = (.5+snoise(pos)*.5)*(st.y-.2);
return smoothstep(.4,.6,n);
}
float circe(vec2 st, float radius) {
st = vec2(0.5)-st;
float r = length(st)*2.0;
float a = atan(st.y,st.x);
return 1.-smoothstep(radius,radius+0.007,r);
}
float ring(vec2 st, float radius, float width) {
return circe(st,radius)-circe(st,radius-width);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(0.0);
vec2 pos = st-vec2(.5);
float r = dot(pos,pos);
float a = atan(pos.y,pos.x);
color += ring(st,0.65,.01);
color *= 1.5;
color += cascade(vec2(a,r*10.),u_time*2.) * smoothstep(.11,.1,r);
gl_FragColor = vec4(color,1.0);
}
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