mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
102 lines
3.2 KiB
GLSL
102 lines
3.2 KiB
GLSL
// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
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float snoise(vec2 v) {
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const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
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0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
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-0.577350269189626, // -1.0 + 2.0 * C.x
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0.024390243902439); // 1.0 / 41.0
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// First corner
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 x0 = v - i + dot(i, C.xx);
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// Other corners
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vec2 i1;
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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// Permutations
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i = mod289(i); // Avoid truncation effects in permutation
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vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
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+ i.x + vec3(0.0, i1.x, 1.0 ));
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
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m = m*m ;
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m = m*m ;
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// Gradients: 41 points uniformly over a line, mapped onto a diamond.
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// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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// Normalise gradients implicitly by scaling m
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// Approximation of: m *= inversesqrt( a0*a0 + h*h );
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m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
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// Compute final noise value at P
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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vec3 nNoise(vec2 st) {
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vec2 offset = vec2(1.)/u_resolution.xy;
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float center = snoise(vec2(st.x, st.y));
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float topLeft = snoise(vec2(st.x - offset.x, st.y - offset.y));
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float left = snoise(vec2(st.x - offset.x, st.y));
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float bottomLeft = snoise(vec2(st.x - offset.x, st.y + offset.y));
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float top = snoise(vec2(st.x, st.y - offset.y));
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float bottom = snoise(vec2(st.x, st.y + offset.y));
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float topRight = snoise(vec2(st.x + offset.x, st.y - offset.y));
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float right = snoise(vec2(st.x + offset.x, st.y));
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float bottomRight= snoise(vec2(st.x + offset.x, st.y + offset.y));
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float dX = topRight + 2.0 * right + bottomRight - topLeft - 2.0 * left - bottomLeft;
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float dY = bottomLeft + 2.0 * bottom + bottomRight - topLeft - 2.0 * top - topRight;
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return normalize(vec3( dX, dY, 0.01))*.5+.5;
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}
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vec2 tile(vec2 _st, float _zoom){
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_st *= _zoom;
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return fract(_st);
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}
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float X(vec2 _st, float _width){
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float pct0 = smoothstep(_st.x-_width,_st.x,_st.y);
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pct0 *= 1.-smoothstep(_st.x,_st.x+_width,_st.y);
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float pct1 = smoothstep(_st.x-_width,_st.x,1.0-_st.y);
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pct1 *= 1.-smoothstep(_st.x,_st.x+_width,1.0-_st.y);
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return pct0+pct1;
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}
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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st += nNoise(st*10.).xy*.02*sin(u_time);
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float grid = 1.0-X(tile(st,10.),0.05);
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gl_FragColor= vec4(vec3(grid),1.);
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}
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