#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; // 2D Random float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123); } // 2D Noise based on Morgan McGuire @morgan3d // https://www.shadertoy.com/view/4dS3Wd float noise (in vec2 st) { vec2 i = floor(st); vec2 f = fract(st); // Four corners in 2D of a tile float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); // Smooth Interpolation // Cubic Hermine Curve. Same as SmoothStep() vec2 u = f*f*(3.0-2.0*f); // u = smoothstep(0.,1.,f); // Mix 4 coorners percentages return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; // Scale the coordinate system to see // some noise in action vec2 pos = vec2(st*5.0); // Use the noise function float n = noise(pos); gl_FragColor = vec4(vec3(n), 1.0); }