#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float plot(vec2 _st, float _pct){ return smoothstep( _pct-0.01, _pct, _st.y) - smoothstep( _pct, _pct+0.01, _st.y); } float random (in float _x) { return fract(sin(_x)*1e4); } // Based on Morgan McGuire @morgan3d // https://www.shadertoy.com/view/4dS3Wd float noise (in float _x) { float i = floor(_x); float f = fract(_x); float u = f * f * (3.0 - 2.0 * f); return mix(random(i), random(i + 1.0), u); } #define NUM_OCTAVES 5 float fbm ( in float _x) { float v = 0.0; float a = 0.5; float shift = float(100.0); for (int i = 0; i < NUM_OCTAVES; ++i) { v += a * noise(_x); _x = _x * 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 y = 0.0; // y = random(st.x*0.001+u_time); // y = noise(st.x*3.+u_time); y = fbm(st.x*3.0+u_time); // color = vec3(y); float pct = plot(st,y); color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0); gl_FragColor = vec4(color,1.0); }