mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-17 21:25:40 +00:00
59 lines
1.2 KiB
GLSL
59 lines
1.2 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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float plot(vec2 st, float pct){
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return smoothstep( pct-0.01, pct, st.y) -
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smoothstep( pct, pct+0.01, st.y);
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}
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float random (in float x) {
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return fract(sin(x)*1e4);
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}
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// Based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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float noise (in float x) {
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float i = floor(x);
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float f = fract(x);
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float u = f * f * (3.0 - 2.0 * f);
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return mix(random(i), random(i + 1.0), u);
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}
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#define NUM_OCTAVES 5
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float fbm ( in float x) {
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float v = 0.0;
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float a = 0.5;
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float shift = float(100.0);
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for (int i = 0; i < NUM_OCTAVES; ++i) {
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v += a * noise(x);
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x = x * 2.0 + shift;
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a *= 0.5;
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}
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return v;
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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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float y = 0.0;
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// y = random(st.x*0.001+u_time);
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// y = noise(st.x*3.+u_time);
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y = fbm(st.x*3.0+u_time);
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// color = vec3(y);
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float pct = plot(st,y);
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color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
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gl_FragColor = vec4(color,1.0);
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} |