mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
62 lines
1.4 KiB
GLSL
62 lines
1.4 KiB
GLSL
#ifdef GL_ES
|
|
precision mediump float;
|
|
#endif
|
|
|
|
uniform vec2 u_resolution;
|
|
uniform float u_time;
|
|
|
|
float random (in vec2 _st) {
|
|
return fract(sin(dot(_st.xy,
|
|
vec2(12.9898,78.233)))*
|
|
43758.5453123);
|
|
}
|
|
|
|
// Based on Morgan McGuire @morgan3d
|
|
// https://www.shadertoy.com/view/4dS3Wd
|
|
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));
|
|
|
|
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;
|
|
}
|
|
|
|
#define NUM_OCTAVES 5
|
|
|
|
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;
|
|
}
|
|
|
|
void main() {
|
|
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
|
vec3 color = vec3(0.0);
|
|
|
|
vec2 pos = vec2(st*5.0+u_time);
|
|
|
|
float noise = noise(pos);
|
|
float fbm = fbm(pos);
|
|
|
|
color = vec3( mix(noise, fbm, abs(sin(u_time))));
|
|
|
|
gl_FragColor = vec4(color,1.0);
|
|
} |