Created
July 22, 2020 16:35
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a beautiful gradient shader at the main page of stripe website (https://stripe.com)
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precision highp float; | |
uniform mat4 projectionMatrix; | |
uniform mat4 modelViewMatrix; | |
uniform vec2 resolution; | |
uniform float aspectRatio; | |
uniform float u_time; | |
uniform float u_shadow_power; | |
uniform float u_darken_top; | |
uniform vec4 u_active_colors; | |
uniform struct Global { | |
vec2 noiseFreq; float noiseSpeed; | |
} u_global; | |
varying vec3 v_color; | |
void main() { | |
vec3 color = v_color; | |
if (u_darken_top == 1.0) { | |
vec2 st = gl_FragCoord.xy/resolution.xy; | |
color.g -= pow(st.y + sin(-12.0) * st.x, u_shadow_power) * 0.4; | |
} | |
gl_FragColor = vec4(color, 1.0); | |
} |
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precision highp float; | |
attribute vec4 position; | |
attribute vec2 uv; | |
attribute vec2 uvNorm; | |
uniform mat4 projectionMatrix; | |
uniform mat4 modelViewMatrix; | |
uniform vec2 resolution; | |
uniform float aspectRatio; | |
uniform float u_time; | |
uniform float u_shadow_power; | |
uniform float u_darken_top; | |
uniform vec4 u_active_colors; | |
uniform struct Global { | |
vec2 noiseFreq; | |
float noiseSpeed; | |
} u_global; | |
uniform struct VertDeform { | |
float incline; | |
float offsetTop; | |
float offsetBottom; | |
vec2 noiseFreq; | |
float noiseAmp; | |
float noiseSpeed; | |
float noiseFlow; | |
float noiseSeed; | |
} u_vertDeform; | |
uniform vec3 u_baseColor; | |
uniform struct WaveLayers { | |
vec3 color; | |
vec2 noiseFreq; | |
float noiseSpeed; | |
float noiseFlow; | |
float noiseSeed; | |
float noiseFloor; | |
float noiseCeil; | |
} u_waveLayers[3]; | |
const int u_waveLayers_length = 3; | |
// | |
// Description : Array and textureless GLSL 2D/3D/4D simplex | |
// noise functions. | |
// Author : Ian McEwan, Ashima Arts. | |
// Maintainer : stegu | |
// Lastmod : 20110822 (ijm) | |
// License : Copyright (C) 2011 Ashima Arts. All rights reserved. | |
// Distributed under the MIT License. See LICENSE file. | |
// https://github.com/ashima/webgl-noise | |
// https://github.com/stegu/webgl-noise | |
// | |
vec3 mod289(vec3 x) { | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
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; | |
} | |
float snoise(vec3 v) { | |
const vec2 C = vec2(1.0/6.0, 1.0/3.0); | |
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); | |
// First corner | |
vec3 i = floor(v + dot(v, C.yyy) ); | |
vec3 x0 = v - i + dot(i, C.xxx) ; | |
// Other corners | |
vec3 g = step(x0.yzx, x0.xyz); | |
vec3 l = 1.0 - g; | |
vec3 i1 = min( g.xyz, l.zxy ); | |
vec3 i2 = max( g.xyz, l.zxy ); | |
// x0 = x0 - 0.0 + 0.0 * C.xxx; | |
// x1 = x0 - i1 + 1.0 * C.xxx; | |
// x2 = x0 - i2 + 2.0 * C.xxx; | |
// x3 = x0 - 1.0 + 3.0 * C.xxx; | |
vec3 x1 = x0 - i1 + C.xxx; | |
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y | |
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y | |
// Permutations | |
i = mod289(i); | |
vec4 p = permute( permute( permute( | |
i.z + vec4(0.0, i1.z, i2.z, 1.0 )) | |
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 )) | |
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 )); | |
// Gradients: 7x7 points over a square, mapped onto an octahedron. | |
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) | |
float n_ = 0.142857142857; // 1.0/7.0 | |
vec3 ns = n_ * D.wyz - D.xzx; | |
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) | |
vec4 x_ = floor(j * ns.z); | |
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) | |
vec4 x = x_ *ns.x + ns.yyyy; | |
vec4 y = y_ *ns.x + ns.yyyy; | |
vec4 h = 1.0 - abs(x) - abs(y); | |
vec4 b0 = vec4( x.xy, y.xy ); | |
vec4 b1 = vec4( x.zw, y.zw ); | |
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; | |
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; | |
vec4 s0 = floor(b0)*2.0 + 1.0; | |
vec4 s1 = floor(b1)*2.0 + 1.0; | |
vec4 sh = -step(h, vec4(0.0)); | |
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; | |
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; | |
vec3 p0 = vec3(a0.xy,h.x); | |
vec3 p1 = vec3(a0.zw,h.y); | |
vec3 p2 = vec3(a1.xy,h.z); | |
vec3 p3 = vec3(a1.zw,h.w); | |
//Normalise gradients | |
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); | |
p0 *= norm.x; | |
p1 *= norm.y; | |
p2 *= norm.z; | |
p3 *= norm.w; | |
// Mix final noise value | |
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); | |
m = m * m; | |
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), | |
dot(p2,x2), dot(p3,x3) ) ); | |
} | |
// | |
// https://github.com/jamieowen/glsl-blend | |
// | |
// Normal | |
vec3 blendNormal(vec3 base, vec3 blend) { | |
return blend; | |
} | |
vec3 blendNormal(vec3 base, vec3 blend, float opacity) { | |
return (blendNormal(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
// Screen | |
float blendScreen(float base, float blend) { | |
return 1.0-((1.0-base)*(1.0-blend)); | |
} | |
vec3 blendScreen(vec3 base, vec3 blend) { | |
return vec3(blendScreen(base.r,blend.r),blendScreen(base.g,blend.g),blendScreen(base.b,blend.b)); | |
} | |
vec3 blendScreen(vec3 base, vec3 blend, float opacity) { | |
return (blendScreen(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
// Multiply | |
vec3 blendMultiply(vec3 base, vec3 blend) { | |
return base*blend; | |
} | |
vec3 blendMultiply(vec3 base, vec3 blend, float opacity) { | |
return (blendMultiply(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
// Overlay | |
float blendOverlay(float base, float blend) { | |
return base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend)); | |
} | |
vec3 blendOverlay(vec3 base, vec3 blend) { | |
return vec3(blendOverlay(base.r,blend.r),blendOverlay(base.g,blend.g),blendOverlay(base.b,blend.b)); | |
} | |
vec3 blendOverlay(vec3 base, vec3 blend, float opacity) { | |
return (blendOverlay(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
// Hard light | |
vec3 blendHardLight(vec3 base, vec3 blend) { | |
return blendOverlay(blend,base); | |
} | |
vec3 blendHardLight(vec3 base, vec3 blend, float opacity) { | |
return (blendHardLight(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
// Soft light | |
float blendSoftLight(float base, float blend) { | |
return (blend<0.5)?(2.0*base*blend+base*base*(1.0-2.0*blend)):(sqrt(base)*(2.0*blend-1.0)+2.0*base*(1.0-blend)); | |
} | |
vec3 blendSoftLight(vec3 base, vec3 blend) { | |
return vec3(blendSoftLight(base.r,blend.r),blendSoftLight(base.g,blend.g),blendSoftLight(base.b,blend.b)); | |
} | |
vec3 blendSoftLight(vec3 base, vec3 blend, float opacity) { | |
return (blendSoftLight(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
// Color dodge | |
float blendColorDodge(float base, float blend) { | |
return (blend==1.0)?blend:min(base/(1.0-blend),1.0); | |
} | |
vec3 blendColorDodge(vec3 base, vec3 blend) { | |
return vec3(blendColorDodge(base.r,blend.r),blendColorDodge(base.g,blend.g),blendColorDodge(base.b,blend.b)); | |
} | |
vec3 blendColorDodge(vec3 base, vec3 blend, float opacity) { | |
return (blendColorDodge(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
// Color burn | |
float blendColorBurn(float base, float blend) { | |
return (blend==0.0)?blend:max((1.0-((1.0-base)/blend)),0.0); | |
} | |
vec3 blendColorBurn(vec3 base, vec3 blend) { | |
return vec3(blendColorBurn(base.r,blend.r),blendColorBurn(base.g,blend.g),blendColorBurn(base.b,blend.b)); | |
} | |
vec3 blendColorBurn(vec3 base, vec3 blend, float opacity) { | |
return (blendColorBurn(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
// Vivid Light | |
float blendVividLight(float base, float blend) { | |
return (blend<0.5)?blendColorBurn(base,(2.0*blend)):blendColorDodge(base,(2.0*(blend-0.5))); | |
} | |
vec3 blendVividLight(vec3 base, vec3 blend) { | |
return vec3(blendVividLight(base.r,blend.r),blendVividLight(base.g,blend.g),blendVividLight(base.b,blend.b)); | |
} | |
vec3 blendVividLight(vec3 base, vec3 blend, float opacity) { | |
return (blendVividLight(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
// Lighten | |
float blendLighten(float base, float blend) { | |
return max(blend,base); | |
} | |
vec3 blendLighten(vec3 base, vec3 blend) { | |
return vec3(blendLighten(base.r,blend.r),blendLighten(base.g,blend.g),blendLighten(base.b,blend.b)); | |
} | |
vec3 blendLighten(vec3 base, vec3 blend, float opacity) { | |
return (blendLighten(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
// Linear burn | |
float blendLinearBurn(float base, float blend) { | |
// Note : Same implementation as BlendSubtractf | |
return max(base+blend-1.0,0.0); | |
} | |
vec3 blendLinearBurn(vec3 base, vec3 blend) { | |
// Note : Same implementation as BlendSubtract | |
return max(base+blend-vec3(1.0),vec3(0.0)); | |
} | |
vec3 blendLinearBurn(vec3 base, vec3 blend, float opacity) { | |
return (blendLinearBurn(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
// Linear dodge | |
float blendLinearDodge(float base, float blend) { | |
// Note : Same implementation as BlendAddf | |
return min(base+blend,1.0); | |
} | |
vec3 blendLinearDodge(vec3 base, vec3 blend) { | |
// Note : Same implementation as BlendAdd | |
return min(base+blend,vec3(1.0)); | |
} | |
vec3 blendLinearDodge(vec3 base, vec3 blend, float opacity) { | |
return (blendLinearDodge(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
// Linear light | |
float blendLinearLight(float base, float blend) { | |
return blend<0.5?blendLinearBurn(base,(2.0*blend)):blendLinearDodge(base,(2.0*(blend-0.5))); | |
} | |
vec3 blendLinearLight(vec3 base, vec3 blend) { | |
return vec3(blendLinearLight(base.r,blend.r),blendLinearLight(base.g,blend.g),blendLinearLight(base.b,blend.b)); | |
} | |
vec3 blendLinearLight(vec3 base, vec3 blend, float opacity) { | |
return (blendLinearLight(base, blend) * opacity + base * (1.0 - opacity)); | |
} | |
varying vec3 v_color; | |
void main() { | |
float time = u_time * u_global.noiseSpeed; | |
vec2 noiseCoord = resolution * uvNorm * u_global.noiseFreq; | |
vec2 st = 1. - uvNorm.xy; | |
// | |
// Tilting the plane | |
// | |
// Front-to-back tilt | |
float tilt = resolution.y / 2.0 * uvNorm.y; | |
// Left-to-right angle | |
float incline = resolution.x * uvNorm.x / 2.0 * u_vertDeform.incline; | |
// Up-down shift to offset incline | |
float offset = resolution.x / 2.0 * u_vertDeform.incline * mix(u_vertDeform.offsetBottom, u_vertDeform.offsetTop, uv.y); | |
// | |
// Vertex noise | |
// | |
float noise = snoise(vec3( | |
noiseCoord.x * u_vertDeform.noiseFreq.x + time * u_vertDeform.noiseFlow, | |
noiseCoord.y * u_vertDeform.noiseFreq.y, | |
time * u_vertDeform.noiseSpeed + u_vertDeform.noiseSeed | |
)) * u_vertDeform.noiseAmp; | |
// Fade noise to zero at edges | |
noise *= 1.0 - pow(abs(uvNorm.y), 2.0); | |
// Clamp to 0 | |
noise = max(0.0, noise); | |
vec3 pos = vec3( | |
position.x, | |
position.y + tilt + incline + noise - offset, | |
position.z | |
); | |
// | |
// Vertex color, to be passed to fragment shader | |
// | |
if (u_active_colors[0] == 1.) { | |
v_color = u_baseColor; | |
} | |
for (int i = 0; i < u_waveLayers_length; i++) { | |
if (u_active_colors[i + 1] == 1.) { | |
WaveLayers layer = u_waveLayers[i]; | |
float noise = smoothstep( | |
layer.noiseFloor, | |
layer.noiseCeil, | |
snoise(vec3( | |
noiseCoord.x * layer.noiseFreq.x + time * layer.noiseFlow, | |
noiseCoord.y * layer.noiseFreq.y, | |
time * layer.noiseSpeed + layer.noiseSeed | |
)) / 2.0 + 0.5 | |
); | |
v_color = blendNormal(v_color, layer.color, pow(noise, 4.)); | |
} | |
} | |
// | |
// Finish | |
// | |
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0); | |
} |
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