From 1cd805625919a950dd880fb9ab4ece50b31016da Mon Sep 17 00:00:00 2001 From: hellerve Date: Mon, 12 Jun 2017 18:52:32 -0400 Subject: [PATCH] weird: added flow noise --- weird/flow_noise.glsl | 86 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 86 insertions(+) create mode 100644 weird/flow_noise.glsl diff --git a/weird/flow_noise.glsl b/weird/flow_noise.glsl new file mode 100644 index 0000000..c41b8eb --- /dev/null +++ b/weird/flow_noise.glsl @@ -0,0 +1,86 @@ +#ifdef GL_ES +precision mediump float; +#endif + +#define NUM_OCTAVES 5 +#define TAU 6.28318530718 + +uniform vec2 u_resolution; +uniform float u_time; + +float random (vec2 _st) { + return fract(sin(dot(_st.xy, vec2(12.9898,78.233)))*43758.5453123); +} + +float noise (vec2 _st) { + vec2 i = floor(_st); + vec2 f = fract(_st); + + float a = random(i); + float b = random(i + vec2(1.0, 0.0)); + float c = random(i + vec2(0.0, 1.0)); + float d = random(i + vec2(1.0, 1.0)); + + vec2 u = f * f * (3.0 - 2.0 * f); + + return mix(a, b, u.x) + + (c - a)* u.y * (1.0 - u.x) + + (d - b) * u.x * u.y; +} + +float fbm(vec2 _st) { + float v = 0.0; + float a = 0.5; + vec2 shift = vec2(100.0); + mat2 rot = mat2(cos(0.5), sin(0.5), + -sin(0.5), cos(0.50)); + for (int i = 0; i < NUM_OCTAVES; ++i) { + v += a * noise(_st); + _st = rot * _st * 2.0 + shift; + a *= 0.5; + } + return v; +} + +vec3 polygon(int n, float size, vec2 pos, vec3 color, float rot) { + float e = 0.01; + vec2 st = gl_FragCoord.xy/u_resolution.xy; + st.x *= u_resolution.x/u_resolution.y; + st = (st-pos)*2.; + float a = atan(st.x,st.y)+rot; + float r = TAU/float(n); + + float d = cos(floor(.5+a/r)*r-a)*length(st); + + return color-smoothstep(size-e,size+e,d); +} + +vec3 _m(vec3 c1, vec3 c2, float v) { + return mix(c1, c2, clamp(v, 0., 1.)); +} + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution.xy*3.; + vec3 color = vec3(0.0); + + float _f = fbm(st+u_time*0.2); + vec2 q = vec2(_f); + + _f = fbm(st+1.*q); + vec2 r = vec2(_f); + + float f = fbm(st+r); + + color = _m(vec3(0.1,0.62,0.67),vec3(0.67,0.67,0.5), f); + + color = mix(color, vec3(0,0,0.16), length(q)); + + color = mix(color, vec3(0.67,1,1), length(r.x)); + + + float resmin = min(u_resolution.x, u_resolution.y); + vec2 size = (u_resolution/2.)/resmin; + color += polygon(4, 0.7, size, -vec3(0.3), 0.8); + + gl_FragColor = vec4(color,1.); +}