mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
46 lines
1006 B
GLSL
46 lines
1006 B
GLSL
// 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;
|
|
}
|
|
|
|
void main() {
|
|
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
|
vec3 color = vec3(0.0);
|
|
|
|
vec2 pos = vec2(st*5.0+u_time);
|
|
|
|
color = vec3( noise(pos) );
|
|
|
|
gl_FragColor = vec4(color,1.0);
|
|
} |