mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
60 lines
1.2 KiB
GLSL
60 lines
1.2 KiB
GLSL
// Author @patriciogv - 2015
|
|
// http://patriciogonzalezvivo.com
|
|
|
|
#ifdef GL_ES
|
|
precision mediump float;
|
|
#endif
|
|
|
|
uniform vec2 u_resolution;
|
|
uniform vec2 u_mouse;
|
|
uniform float u_time;
|
|
|
|
float plot(vec2 st, float pct){
|
|
return smoothstep( pct-0.01, pct, st.y) -
|
|
smoothstep( pct, pct+0.01, st.y);
|
|
}
|
|
|
|
float random (in float x) {
|
|
return fract(sin(x)*1e4);
|
|
}
|
|
|
|
// Based on Morgan McGuire @morgan3d
|
|
// https://www.shadertoy.com/view/4dS3Wd
|
|
float noise (in float x) {
|
|
float i = floor(x);
|
|
float f = fract(x);
|
|
float u = f * f * (3.0 - 2.0 * f);
|
|
return mix(random(i), random(i + 1.0), u);
|
|
}
|
|
|
|
#define NUM_OCTAVES 5
|
|
|
|
float fbm ( in float x) {
|
|
float v = 0.0;
|
|
float a = 0.5;
|
|
float shift = float(100.0);
|
|
for (int i = 0; i < NUM_OCTAVES; ++i) {
|
|
v += a * noise(x);
|
|
x = x * 2.0 + shift;
|
|
a *= 0.5;
|
|
}
|
|
return v;
|
|
}
|
|
|
|
void main() {
|
|
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
|
st.x *= u_resolution.x/u_resolution.y;
|
|
vec3 color = vec3(0.0);
|
|
|
|
float y = 0.0;
|
|
// y = random(st.x*0.001+u_time);
|
|
// y = noise(st.x*3.+u_time);
|
|
y = fbm(st.x*3.0+u_time);
|
|
|
|
// color = vec3(y);
|
|
float pct = plot(st,y);
|
|
color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
|
|
|
|
gl_FragColor = vec4(color,1.0);
|
|
}
|