// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif uniform vec2 uResolution; uniform float uTime; 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() { vec2 st = gl_FragCoord.xy/uResolution.xy*SCALE; // st += st * abs(sin(uTime*0.1)*3.0); vec2 q = vec2( fbm( st + 0.*uTime), fbm( st + vec2(1.0)) ); vec2 r = vec2( 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) ); 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.); }