#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float random (in vec2 _st) { return fract(sin(dot(_st.xy, vec2(12.9898,78.233)))* 43758.5453123); } // 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)); vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } #define NUM_OCTAVES 5 float fbm ( in vec2 _st) { float v = 0.0; float a = 0.5; vec2 shift = vec2(100.0); // Rotate to reduce axial bias mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50)); for (int i = 0; i < NUM_OCTAVES; ++i) { v += a * noise(_st); _st = rot * _st * 2.0 + shift; a *= 0.5; } return v; } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); float noise = noise(st*3.0); float fractal = fbm(st*3.0); color = vec3(mix(noise,fractal,abs(sin(u_time)))); gl_FragColor = vec4(color,1.0); }