// 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; 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*3.; // st += st * abs(sin(u_time*0.1)*3.0); vec3 color = vec3(0.0); vec2 q = vec2(0.); q.x = fbm( st + 0.00*u_time); q.y = fbm( st + vec2(1.0)); vec2 r = vec2(0.); r.x = fbm( st + 1.0*q + vec2(1.7,9.2)+ 0.15*u_time ); r.y = fbm( st + 1.0*q + vec2(8.3,2.8)+ 0.126*u_time); float f = fbm(st+r); color = mix(vec3(0.101961,0.619608,0.666667), vec3(0.666667,0.666667,0.498039), clamp((f*f)*4.0,0.0,1.0)); color = mix(color, vec3(0,0,0.164706), clamp(length(q),0.0,1.0)); color = mix(color, vec3(0.666667,1,1), clamp(length(r.x),0.0,1.0)); gl_FragColor = vec4((f*f*f+.6*f*f+.5*f)*color,1.); }