#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec2 random2(vec2 st){ st = vec2( dot(st,vec2(127.1,311.7)), dot(st,vec2(269.5,183.3)) ); return -1.0 + 2.0*fract(sin(st)*43758.5453123); } // Value Noise by Inigo Quilez - iq/2013 // https://www.shadertoy.com/view/lsf3WH float noise(vec2 st) { vec2 i = floor(st); vec2 f = fract(st); vec2 u = f*f*(3.0-2.0*f); return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ), dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x), mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ), dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); float t = 1.0; // Uncomment to animate // t = abs(1.0-sin(u_time*.1))*5.; // Comment and uncomment the following lines: st += noise(st*2.)*t; // Animate the coordinate space color = vec3(1.) * smoothstep(.18,.2,noise(st)); // Big black drops color += smoothstep(.15,.2,noise(st*10.)); // Black splatter color -= smoothstep(.35,.4,noise(st*10.)); // Holes on splatter gl_FragColor = vec4(1.-color,1.0); }