mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
70 lines
1.8 KiB
GLSL
70 lines
1.8 KiB
GLSL
#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 float u_time;
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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 vec3 _p) {
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const vec3 step = vec3(110.0, 241.0, 171.0);
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vec3 i = floor(_p);
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vec3 f = fract(_p);
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// For performance, compute the base input to a
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// 1D random from the integer part of the
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// argument and the incremental change to the
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// 1D based on the 3D -> 1D wrapping
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float n = dot(i, step);
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vec3 u = f * f * (3.0 - 2.0 * f);
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return mix( mix(mix(random(n + dot(step, vec3(0,0,0))),
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random(n + dot(step, vec3(1,0,0))),
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u.x),
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mix(random(n + dot(step, vec3(0,1,0))),
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random(n + dot(step, vec3(1,1,0))),
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u.x),
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u.y),
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mix(mix(random(n + dot(step, vec3(0,0,1))),
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random(n + dot(step, vec3(1,0,1))),
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u.x),
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mix(random(n + dot(step, vec3(0,1,1))),
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random(n + dot(step, vec3(1,1,1))),
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u.x),
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u.y),
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u.z);
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}
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#define NUM_OCTAVES 5
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float fbm ( in vec3 _p) {
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float v = 0.0;
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float a = 0.5;
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vec3 shift = vec3(100);
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for (int i = 0; i < NUM_OCTAVES; ++i) {
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v += a * noise(_p);
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_p = _p * 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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vec3 color = vec3(0.0);
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vec3 pos = vec3(st*5.0,u_time*0.1);
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float noise = noise(pos);
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float fbm = fbm(pos);
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color = vec3( mix(noise, fbm, abs(sin(u_time))));
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gl_FragColor = vec4(color,1.0);
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} |