mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
49 lines
1.2 KiB
GLSL
49 lines
1.2 KiB
GLSL
#ifdef GL_ES
|
|
precision mediump float;
|
|
#endif
|
|
|
|
uniform vec2 u_resolution;
|
|
uniform vec2 u_mouse;
|
|
uniform float u_time;
|
|
|
|
// Created by inigo quilez - iq/2013
|
|
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
|
|
// http://iquilezles.org/www/articles/voronoise/voronoise.htm
|
|
vec3 hash3( vec2 p ) {
|
|
vec3 q = vec3( dot(p,vec2(127.1,311.7)),
|
|
dot(p,vec2(269.5,183.3)),
|
|
dot(p,vec2(419.2,371.9)) );
|
|
return fract(sin(q)*43758.5453);
|
|
}
|
|
|
|
float iqnoise( in vec2 x, float u, float v ) {
|
|
vec2 p = floor(x);
|
|
vec2 f = fract(x);
|
|
|
|
float k = 1.0+63.0*pow(1.0-v,4.0);
|
|
|
|
float va = 0.0;
|
|
float wt = 0.0;
|
|
for (int j=-2; j<=2; j++) {
|
|
for (int i=-2; i<=2; i++) {
|
|
vec2 g = vec2(float(i),float(j));
|
|
vec3 o = hash3(p + g)*vec3(u,u,1.0);
|
|
vec2 r = g - f + o.xy;
|
|
float d = dot(r,r);
|
|
float ww = pow( 1.0-smoothstep(0.0,1.414,sqrt(d)), k );
|
|
va += o.z*ww;
|
|
wt += ww;
|
|
}
|
|
}
|
|
|
|
return va/wt;
|
|
}
|
|
|
|
void main() {
|
|
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
|
vec3 color = vec3(0.0);
|
|
|
|
float n = iqnoise( 30.0*st, abs(cos(u_time*.25)), 0.);
|
|
|
|
gl_FragColor = vec4(vec3(n),1.0);
|
|
} |