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@satoruhiga
Last active April 3, 2016 14:43
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BAD_TUNE_TV.fs
/*{
"DESCRIPTION": "BAD_TUNE_TV",
"CREDIT": "by satoruhiga",
"CATEGORIES": [
"GLSL FX"
],
"INPUTS": [
{
"NAME": "inputImage",
"TYPE": "image"
},
{
"NAME": "amp",
"TYPE": "float",
"DEFAULT": 1,
"MIN": 0,
"MAX": 20
},
{
"NAME": "tune",
"TYPE": "float",
"DEFAULT": 1,
"MIN": 0,
"MAX": 10
}
]
}*/
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
// First corner
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
// Other corners
vec2 i1;
//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
//i1.y = 1.0 - i1.x;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
// x0 = x0 - 0.0 + 0.0 * C.xx ;
// x1 = x0 - i1 + 1.0 * C.xx ;
// x2 = x0 - 1.0 + 2.0 * C.xx ;
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
// Compute final noise value at P
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
void main()
{
if (amp > 0.)
{
float n = 0.;
n += snoise(vec2(vv_FragNormCoord.y * 1., TIME * 10.)) * 0.01;
n += snoise(vec2(vv_FragNormCoord.y * 100., TIME * 100.)) * 0.01 * sin(TIME * vv_FragNormCoord.x * 0.1);
n += snoise(vec2(mod(vv_FragNormCoord.y * 400. + TIME * 10., 10.) * snoise(vec2(TIME, vv_FragNormCoord.y)), TIME * 10.)) * 0.0053;
float m = pow(n, 0.6);
if (m < tune * 0.01) m = 0.;
if (n < 0.) m *= -1.;
m *= amp;
vec2 TC = vv_FragNormCoord * RENDERSIZE + vec2(m * RENDERSIZE.x, 0.);
gl_FragColor = IMG_PIXEL(inputImage, TC);
}
else
{
gl_FragColor = IMG_NORM_PIXEL(inputImage, vv_FragNormCoord);
}
}
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