Last active
May 31, 2020 20:50
-
-
Save 0b5vr/e9cca70ffc0af95a474a74018f9e1cb7 to your computer and use it in GitHub Desktop.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // (c) FMS_Cat, MIT License | |
| // Can be used at https://fms-cat.com/shader-playground/ | |
| precision highp float; | |
| varying vec2 vUv; | |
| uniform float time; | |
| // yoinked from https://github.com/hughsk/glsl-noise (MIT License) | |
| vec4 mod289(vec4 x) | |
| { | |
| return x - floor(x * (1.0 / 289.0)) * 289.0; | |
| } | |
| vec4 permute(vec4 x) | |
| { | |
| return mod289(((x*34.0)+1.0)*x); | |
| } | |
| vec4 taylorInvSqrt(vec4 r) | |
| { | |
| return 1.79284291400159 - 0.85373472095314 * r; | |
| } | |
| vec4 fade(vec4 t) { | |
| return t*t*t*(t*(t*6.0-15.0)+10.0); | |
| } | |
| // Classic Perlin noise, periodic version | |
| float pnoise(vec4 P, vec4 rep) | |
| { | |
| vec4 Pi0 = mod(floor(P), rep); // Integer part modulo rep | |
| vec4 Pi1 = mod(Pi0 + 1.0, rep); // Integer part + 1 mod rep | |
| Pi0 = mod289(Pi0); | |
| Pi1 = mod289(Pi1); | |
| vec4 Pf0 = fract(P); // Fractional part for interpolation | |
| vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0 | |
| vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); | |
| vec4 iy = vec4(Pi0.yy, Pi1.yy); | |
| vec4 iz0 = vec4(Pi0.zzzz); | |
| vec4 iz1 = vec4(Pi1.zzzz); | |
| vec4 iw0 = vec4(Pi0.wwww); | |
| vec4 iw1 = vec4(Pi1.wwww); | |
| vec4 ixy = permute(permute(ix) + iy); | |
| vec4 ixy0 = permute(ixy + iz0); | |
| vec4 ixy1 = permute(ixy + iz1); | |
| vec4 ixy00 = permute(ixy0 + iw0); | |
| vec4 ixy01 = permute(ixy0 + iw1); | |
| vec4 ixy10 = permute(ixy1 + iw0); | |
| vec4 ixy11 = permute(ixy1 + iw1); | |
| vec4 gx00 = ixy00 * (1.0 / 7.0); | |
| vec4 gy00 = floor(gx00) * (1.0 / 7.0); | |
| vec4 gz00 = floor(gy00) * (1.0 / 6.0); | |
| gx00 = fract(gx00) - 0.5; | |
| gy00 = fract(gy00) - 0.5; | |
| gz00 = fract(gz00) - 0.5; | |
| vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); | |
| vec4 sw00 = step(gw00, vec4(0.0)); | |
| gx00 -= sw00 * (step(0.0, gx00) - 0.5); | |
| gy00 -= sw00 * (step(0.0, gy00) - 0.5); | |
| vec4 gx01 = ixy01 * (1.0 / 7.0); | |
| vec4 gy01 = floor(gx01) * (1.0 / 7.0); | |
| vec4 gz01 = floor(gy01) * (1.0 / 6.0); | |
| gx01 = fract(gx01) - 0.5; | |
| gy01 = fract(gy01) - 0.5; | |
| gz01 = fract(gz01) - 0.5; | |
| vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); | |
| vec4 sw01 = step(gw01, vec4(0.0)); | |
| gx01 -= sw01 * (step(0.0, gx01) - 0.5); | |
| gy01 -= sw01 * (step(0.0, gy01) - 0.5); | |
| vec4 gx10 = ixy10 * (1.0 / 7.0); | |
| vec4 gy10 = floor(gx10) * (1.0 / 7.0); | |
| vec4 gz10 = floor(gy10) * (1.0 / 6.0); | |
| gx10 = fract(gx10) - 0.5; | |
| gy10 = fract(gy10) - 0.5; | |
| gz10 = fract(gz10) - 0.5; | |
| vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); | |
| vec4 sw10 = step(gw10, vec4(0.0)); | |
| gx10 -= sw10 * (step(0.0, gx10) - 0.5); | |
| gy10 -= sw10 * (step(0.0, gy10) - 0.5); | |
| vec4 gx11 = ixy11 * (1.0 / 7.0); | |
| vec4 gy11 = floor(gx11) * (1.0 / 7.0); | |
| vec4 gz11 = floor(gy11) * (1.0 / 6.0); | |
| gx11 = fract(gx11) - 0.5; | |
| gy11 = fract(gy11) - 0.5; | |
| gz11 = fract(gz11) - 0.5; | |
| vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); | |
| vec4 sw11 = step(gw11, vec4(0.0)); | |
| gx11 -= sw11 * (step(0.0, gx11) - 0.5); | |
| gy11 -= sw11 * (step(0.0, gy11) - 0.5); | |
| vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); | |
| vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); | |
| vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); | |
| vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); | |
| vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); | |
| vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); | |
| vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); | |
| vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); | |
| vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); | |
| vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); | |
| vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); | |
| vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); | |
| vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); | |
| vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); | |
| vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); | |
| vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); | |
| vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); | |
| g0000 *= norm00.x; | |
| g0100 *= norm00.y; | |
| g1000 *= norm00.z; | |
| g1100 *= norm00.w; | |
| vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); | |
| g0001 *= norm01.x; | |
| g0101 *= norm01.y; | |
| g1001 *= norm01.z; | |
| g1101 *= norm01.w; | |
| vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); | |
| g0010 *= norm10.x; | |
| g0110 *= norm10.y; | |
| g1010 *= norm10.z; | |
| g1110 *= norm10.w; | |
| vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); | |
| g0011 *= norm11.x; | |
| g0111 *= norm11.y; | |
| g1011 *= norm11.z; | |
| g1111 *= norm11.w; | |
| float n0000 = dot(g0000, Pf0); | |
| float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw)); | |
| float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw)); | |
| float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw)); | |
| float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w)); | |
| float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); | |
| float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w)); | |
| float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w)); | |
| float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w)); | |
| float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w)); | |
| float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); | |
| float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w)); | |
| float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw)); | |
| float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw)); | |
| float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw)); | |
| float n1111 = dot(g1111, Pf1); | |
| vec4 fade_xyzw = fade(Pf0); | |
| vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); | |
| vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); | |
| vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); | |
| vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); | |
| float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); | |
| return 2.2 * n_xyzw; | |
| } | |
| float fbm( vec2 p, vec2 period, float seed ) { | |
| vec2 sum = vec2( 0.0 ); | |
| for ( int i = 0; i < 4; i ++ ) { | |
| float fi = float( i ); | |
| float amp = pow( 2.0, -fi ); | |
| float freq = pow( 2.0, fi ); | |
| sum += amp * vec2( | |
| 1.0, | |
| pnoise( | |
| vec4( freq * p, seed, time ), | |
| vec4( vec2( period * freq ), 1E9, 1E9 ) | |
| ) | |
| ); | |
| } | |
| return sum.y / sum.x; | |
| } | |
| void main() { | |
| vec2 uv = vUv; | |
| uv += 0.04 * vec2( | |
| fbm( 4.0 * uv, vec2( 4.0 ), 1.459 ), | |
| fbm( 4.0 * uv, vec2( 4.0 ), 2.882 ) | |
| ); | |
| uv += 0.01 * vec2( | |
| fbm( 32.0 * uv, vec2( 32.0 ), 0.882 ), | |
| fbm( 32.0 * uv, vec2( 32.0 ), 0.127 ) | |
| ); | |
| float ret = 0.5 + fbm( 8.0 * uv, vec2( 8.0 ), 0.589 ); | |
| ret -= 0.5 * ( 1.0 - uv.y ); | |
| ret = smoothstep( 0.3, 1.1, ret ); | |
| gl_FragColor = vec4( vec3( ret ), 1.0 ); | |
| } | |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment