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@dkaraush
Created July 22, 2020 16:35
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a beautiful gradient shader at the main page of stripe website (https://stripe.com)
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);
}
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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