mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-19 15:25:41 +00:00
39 lines
1.0 KiB
GLSL
39 lines
1.0 KiB
GLSL
#ifdef GL_ES
|
|
precision mediump float;
|
|
#endif
|
|
|
|
uniform vec2 u_resolution;
|
|
uniform vec2 u_mouse;
|
|
uniform float u_time;
|
|
|
|
vec2 random2(vec2 st){
|
|
st = vec2( dot(st,vec2(127.1,311.7)),
|
|
dot(st,vec2(269.5,183.3)) );
|
|
return -1.0 + 2.0*fract(sin(st)*43758.5453123);
|
|
}
|
|
|
|
// Value Noise by Inigo Quilez - iq/2013
|
|
// https://www.shadertoy.com/view/lsf3WH
|
|
float noise(vec2 st) {
|
|
vec2 i = floor(st);
|
|
vec2 f = fract(st);
|
|
|
|
vec2 u = f*f*(3.0-2.0*f);
|
|
|
|
return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ),
|
|
dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x),
|
|
mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ),
|
|
dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y);
|
|
}
|
|
|
|
void main() {
|
|
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
|
st.x *= u_resolution.x/u_resolution.y;
|
|
vec3 color = vec3(0.0);
|
|
|
|
vec2 pos = vec2(st*10.0);
|
|
|
|
color = vec3( noise(pos)*.5+.5 );
|
|
|
|
gl_FragColor = vec4(color,1.0);
|
|
} |