mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-08 01:10:27 +00:00
102 lines
3.3 KiB
GLSL
102 lines
3.3 KiB
GLSL
// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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// My own port of this processing code by @beesandbombs
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// https://dribbble.com/shots/1696376-Circle-wave
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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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float shape(vec2 st, float radius) {
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st = vec2(0.5)-st;
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float r = length(st)*2.0;
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float a = atan(st.y,st.x);
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float f = radius;
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return 1.-smoothstep(f,f+0.007,r);
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}
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float shapeBorder(vec2 st, float radius, float width) {
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return shape(st,radius)-shape(st,radius-width);
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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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vec3 color = vec3(0.0);
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vec3 normals = nNoise(st*6.+u_time);
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color = vec3(1.) * shapeBorder(st,0.8,0.02);
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st -= .005;
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color.g = shapeBorder(st+normals.xy*.01,0.81,0.03);
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gl_FragColor = vec4( color, 1.0 );
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}
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