thebookofshaders/11/3d-noise.frag
2015-03-15 11:35:14 -04:00

70 lines
1.8 KiB
GLSL

#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
float random (in float _x) {
return fract(sin(_x)*1e4);
}
// Based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
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 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);
vec3 pos = vec3(st*5.0,u_time*0.1);
float noise = noise(pos);
float fbm = fbm(pos);
color = vec3( mix(noise, fbm, abs(sin(u_time))));
gl_FragColor = vec4(color,1.0);
}