Created
August 1, 2016 13:50
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<script type="x-shader/x-fragment" id="sky-fragment"> | |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
varying vec2 vUv; | |
uniform float time; | |
//3.141592654 | |
float hash( float n ) | |
{ | |
return fract(sin(n)*43758.5453); | |
} | |
float noise( vec3 x ) | |
{ | |
// The noise function returns a value in the range -1.0f -> 1.0f | |
vec3 p = floor(x); | |
vec3 f = fract(x); | |
f = f*f*(3.0-2.0*f); | |
float n = p.x + p.y*57.0 + 113.0*p.z; | |
return mix(mix(mix( hash(n+0.0), hash(n+1.0),f.x), | |
mix( hash(n+57.0), hash(n+58.0),f.x),f.y), | |
mix(mix( hash(n+113.0), hash(n+114.0),f.x), | |
mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z); | |
} | |
void main( void ) { | |
float depth = 1.0-(abs(0.5 - vUv.y) * 4.0); | |
float a = noise(vec3(vUv.x, vUv.y, 1.0)); | |
float a2 = noise(vec3(vUv.x * 10.0, vUv.y * 10.0, 1.0)); | |
float a3 = noise(vec3(vUv.x * 40.0, vUv.y * 40.0, 1.0)); | |
float a4 = noise(vec3(vUv.x * 760.0, vUv.y * 260.0, 1.0)); | |
float x = vUv.x + cos(a + a2 / 10.0 + a3 / 40.0 + a4 / 160.0); | |
float y = vUv.y + sin(a + a2 / 10.0 + a3 / 40.0 + a4 / 160.0); | |
float intense = abs(mod(cos(x * 3.141592654 * 10.0), 0.4)-0.2); | |
intense += abs(mod(cos(x * 3.141592654 * 10.0), 0.4)-0.2); | |
intense += abs(mod(cos(x / 4.0 * 3.141592654 * 10.0), 0.4)-0.2); | |
intense += abs(mod(cos(x / 16.0 * 3.141592654 * 10.0), 0.4)-0.2); | |
intense += abs(mod(sin(y * 3.141592654 * 10.0)*10.0, 0.4) - 0.2); | |
intense += abs(mod(sin(y / 4.0 * 3.141592654 * 10.0)*10.0, 0.4) - 0.2); | |
intense += abs(mod(sin(y / 16.0 * 3.141592654 * 10.0)*10.0, 0.4) - 0.2); | |
intense += abs(mod(sin(y / 64.0 * 3.141592654 * 10.0)*10.0, 0.4) - 0.2); | |
intense = pow(intense, 2.0); | |
//float waver = 0.06 * -vUv.y * sin(vUv.x * 3.141592654 * 12.0 ); | |
float blue = 1.0*intense; | |
float red = 0.66*intense; | |
float green = 0.11; | |
vec4 color = vec4( | |
(intense * ((red * depth))), | |
depth* intense * green, | |
(intense * 1.5 * ((blue * depth))), | |
1.0 | |
); | |
gl_FragColor = color; | |
} | |
</script> |
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