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thebookofshaders/11/tmp/circleWave-noiseChannels.frag

92 lines
2.8 KiB
GLSL

// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
// My own port of this processing code by @beesandbombs
// https://dribbble.com/shots/1696376-Circle-wave
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
// First corner
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
// Other corners
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
// Compute final noise value at P
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
mat2 rotate2d(float _angle){
return mat2(cos(_angle),-sin(_angle),
sin(_angle),cos(_angle));
}
float shape(vec2 st, vec2 offset, float radius) {
st = vec2(0.5)-st;
float r = length(st)*2.0;
float a = atan(st.y,st.x);
float m = abs(mod(a+offset.y*2.,3.14*2.)-3.14)/3.6;
m += snoise(st+u_time*0.1)*.8;
a += offset.x;
float f = radius;
f += (cos(a*20.)*.1*pow(m,2.));
return 1.-smoothstep(f,f+0.007,r);
}
float shapeBorder(vec2 st, vec2 offset, float radius, float width) {
return shape(st,offset,radius)-shape(st,offset,radius-width);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(.0);
float t = u_time*.1;
color.r = shapeBorder(st,vec2(0.1,t),0.8,0.02);
color.g = shapeBorder(st,vec2(0.2,t),0.8,0.02);
color.b = shapeBorder(st,vec2(0.3,t),0.8,0.02);
gl_FragColor = vec4( color, 1.0 );
}