thebookofshaders/13/noise.frag
2017-08-23 11:34:44 +02:00

118 lines
3.1 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;
// Based on Morgan
// https://www.shadertoy.com/view/4dS3Wd
float random (in float x) {
return fract(sin(x)*1e4);
}
float random (in vec2 _st) {
// return fract(sin(dot(_st.xy ,vec2(12.9898,78.233))) * 43758.5453123);
return fract( 1e4 * sin(17.0 * _st.x + _st.y * 0.1) * (0.1 + abs(sin(_st.y * 13.0 + _st.x))));
}
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);
}
float noise (in vec2 _st){
vec2 i = floor(_st);
vec2 f = fract(_st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
// Simple 2D lerp using smoothstep envelope between the values.
// return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)),
// mix(c, d, smoothstep(0.0, 1.0, f.x)),
// smoothstep(0.0, 1.0, f.y)));
// Same code, with the clamps in smoothstep and common subexpressions
// optimized away.
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
float noise (in vec3 _p) {
const vec3 step = vec3(110.0, 241.0, 171.0);
vec3 i = floor(_p);
vec3 f = fract(_p);
// For performance, compute the base input to a 1D random from the integer part of the argument and the
// incremental change to the 1D based on the 3D -> 1D wrapping
float n = dot(i, step);
vec3 u = f * f * (3.0 - 2.0 * f);
return mix(mix(mix( random(n + dot(step, vec3(0, 0, 0))), random(n + dot(step, vec3(1, 0, 0))), u.x),
mix( random(n + dot(step, vec3(0, 1, 0))), random(n + dot(step, vec3(1, 1, 0))), u.x), u.y),
mix(mix( random(n + dot(step, vec3(0, 0, 1))), random(n + dot(step, vec3(1, 0, 1))), u.x),
mix( random(n + dot(step, vec3(0, 1, 1))), random(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);
}
#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;
}
float fbm ( in vec2 _st) {
float v = 0.0;
float a = 0.5;
vec2 shift = vec2(100.0);
// Rotate to reduce axial bias
mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50));
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(_st);
_st = rot * _st * 2.0 + shift;
a *= 0.5;
}
return v;
}
float fbm ( in vec3 _p) {
float v = 0.0;
float a = 0.5;
vec3 shift = vec3(100);
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(_p);
_p = _p * 2.0 + shift;
a *= 0.5;
}
return v;
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(0.0);
color = vec3( fbm(vec3(st*10.,u_time*0.1)) );
gl_FragColor = vec4(color,1.0);
}