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Water Displacement (ShaderToy)
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| // Water displacement (MIT License) | |
| // Native-M | |
| float rand(vec2 p) | |
| { | |
| return fract(sin(dot(p, vec2(93.9898, 60.1414))) * 43758.5453); | |
| } | |
| float noise(vec2 uv, float blockiness) | |
| { | |
| vec2 lv = fract(uv); | |
| vec2 id = floor(uv); | |
| float n1 = rand(id); | |
| float n2 = rand(id+vec2(1,0)); | |
| float n3 = rand(id+vec2(0,1)); | |
| float n4 = rand(id+vec2(1,1)); | |
| vec2 u = smoothstep(0.0, 1.0 + blockiness, lv); | |
| return mix(mix(n1, n2, u.x), mix(n3, n4, u.x), u.y); | |
| } | |
| float fbm(vec2 uv, int count, float blockiness, float complexity) | |
| { | |
| float val = 0.0; | |
| float amp = 0.5; | |
| while(count != 0) | |
| { | |
| val += amp * noise(uv, blockiness); | |
| amp *= 0.5; | |
| uv *= complexity; | |
| count--; | |
| } | |
| return val; | |
| } | |
| void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
| { | |
| // Normalized pixel coordinates (from 0 to 1) | |
| vec2 uv = fragCoord/iResolution.xy; | |
| vec2 uv2; // UV for background image | |
| uv2 = uv; | |
| uv.x *= iResolution.x/iResolution.y; // fix aspect ratio | |
| // Rescale | |
| uv *= .5; | |
| // We use fractal noise to generate the displacement | |
| // FBM Domain wrapping (http://www.iquilezles.org/www/articles/warp/warp.htm) | |
| // f(p) = fbm( p + fbm( p + fbm( p ) ) ) | |
| float n = fbm(uv + iTime + fbm(uv + fbm(uv + iTime * 0.01, 8, 0.0, 2.0), 8, 0.0, 2.0) * 100.0, 2, 0.0, 2.0); | |
| // Apply the displacement | |
| vec3 col; | |
| col = texture(iChannel0, vec2(uv2.x + n * 0.12, uv2.y + n * 0.12)).rgb; | |
| // Mix the noise a bit | |
| col = mix(col, vec3(n), 0.3); | |
| // Output to screen | |
| fragColor = vec4(col,1.0); | |
| } |
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