#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; float random (in float _x) { return fract(sin(_x)*1e4); } float random (in vec2 _st) { // return fract(sin(dot(_st.xy ,vec2(12.9898,78.233))) * 43758.5453123); return fract( 1e4 * sin(17.0 * _st.x + _st.y * 0.1) * (0.1 + abs(sin(_st.y * 13.0 + _st.x)))); } // 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); } 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)); // Simple 2D lerp using smoothstep envelope between the values. // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), // mix(c, d, smoothstep(0.0, 1.0, f.x)), // smoothstep(0.0, 1.0, f.y))); // Same code, with the clamps in smoothstep and common subexpressions // optimized away. 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; } float noise (in vec3 _p) { const vec3 step = vec3(110.0, 241.0, 171.0); vec3 i = floor(_p); vec3 f = fract(_p); // For performance, compute the base input to a 1D random from the integer part of the argument and the // incremental change to the 1D based on the 3D -> 1D wrapping float n = dot(i, step); vec3 u = f * f * (3.0 - 2.0 * f); return mix(mix(mix( random(n + dot(step, vec3(0, 0, 0))), random(n + dot(step, vec3(1, 0, 0))), u.x), mix( random(n + dot(step, vec3(0, 1, 0))), random(n + dot(step, vec3(1, 1, 0))), u.x), u.y), mix(mix( random(n + dot(step, vec3(0, 0, 1))), random(n + dot(step, vec3(1, 0, 1))), u.x), mix( random(n + dot(step, vec3(0, 1, 1))), random(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z); } #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; } 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; } float fbm ( in vec3 _p) { float v = 0.0; float a = 0.5; vec3 shift = vec3(100); for (int i = 0; i < NUM_OCTAVES; ++i) { v += a * noise(_p); _p = _p * 2.0 + shift; a *= 0.5; } return v; } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(0.0); color = vec3( fbm(vec3(st*10.,u_time*0.1)) ); gl_FragColor = vec4(color,1.0); }