site/www/shaders/fbm.glsl

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// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
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uniform vec2 uResolution;
uniform float uTime;
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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 100
// Brightness (0.0 - 1.0)
#define BRIGHTNESS 0.55
#define LACUNARITY 2.0
#define GAIN 0.5
#define SHIFT 100.0
// VAR_THETA defines whether to compute
// sin/cos values at runtime or
#define VAR_THETA 0
#define THETA 0.5
#if (VAR_THETA == 1)
#endif
float fbm ( in vec2 _st) {
float v = 0.0;
float a = BRIGHTNESS;
// Rotate to reduce axial bias
mat2 T = LACUNARITY * mat2(cos(THETA), sin(THETA),
-sin(THETA), cos(THETA));
for (int i = 0; i < NUM_OCTAVES; ++i) {
_st = T * _st + SHIFT;
v += noise(_st) * a;
a *= GAIN;
}
return v;
}
#define SCALE 3.
void main() {
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vec2 st = gl_FragCoord.xy/uResolution.xy*SCALE;
// st += st * abs(sin(uTime*0.1)*3.0);
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vec2 q = vec2(
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fbm( st + 0.*uTime),
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fbm( st + vec2(1.0))
);
vec2 r = vec2(
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fbm( st + 1.0*q + vec2(1.7,9.2)+ 0.15*uTime ),
fbm( st + 1.0*q + vec2(8.3,2.8)+ 0.126*uTime)
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);
float f = fbm(st+r);
vec3 color = mix(vec3(0.101961,0.619608,0.666667),
vec3(0.666667,0.666667,0.498039),
clamp((f*f)*4.0,0.0,1.0));
color = mix(color,
vec3(0,0,0.164706),
clamp(length(q),0.0,1.0));
color = mix(color,
vec3(0.666667,1,1),
clamp(length(r.x),0.0,1.0));
gl_FragColor = vec4((f*f*f+.6*f*f+.5*f)*color,1.);
}