mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
52 lines
1.3 KiB
GLSL
52 lines
1.3 KiB
GLSL
#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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// Created by inigo quilez - iq/2013
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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// http://iquilezles.org/www/articles/voronoise/voronoise.htm
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vec3 hash3( vec2 p ) {
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vec3 q = vec3( dot(p,vec2(127.1,311.7)),
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dot(p,vec2(269.5,183.3)),
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dot(p,vec2(419.2,371.9)) );
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return fract(sin(q)*43758.5453);
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}
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float iqnoise( in vec2 x, float u, float v ) {
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vec2 p = floor(x);
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vec2 f = fract(x);
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float k = 1.0+63.0*pow(1.0-v,4.0);
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float va = 0.0;
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float wt = 0.0;
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for (int j=-2; j<=2; j++) {
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for (int i=-2; i<=2; i++) {
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vec2 g = vec2(float(i),float(j));
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vec3 o = hash3(p + g)*vec3(u,u,1.0);
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vec2 r = g - f + o.xy;
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float d = dot(r,r);
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float ww = pow( 1.0-smoothstep(0.0,1.414,sqrt(d)), k );
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va += o.z*ww;
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wt += ww;
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}
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}
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return va/wt;
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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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vec3 color = vec3(0.0);
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st *= 10.;
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float n = iqnoise(st, u_mouse.x/u_resolution.x, u_mouse.y/u_resolution.y);
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gl_FragColor = vec4(vec3(n),1.0);
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}
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