weird: added flow noise
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86
weird/flow_noise.glsl
Normal file
86
weird/flow_noise.glsl
Normal file
@@ -0,0 +1,86 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define NUM_OCTAVES 5
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#define TAU 6.28318530718
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uniform vec2 u_resolution;
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uniform float u_time;
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float random (vec2 _st) {
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return fract(sin(dot(_st.xy, vec2(12.9898,78.233)))*43758.5453123);
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}
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float noise (vec2 _st) {
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vec2 i = floor(_st);
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vec2 f = fract(_st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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float fbm(vec2 _st) {
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float v = 0.0;
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float a = 0.5;
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vec2 shift = vec2(100.0);
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mat2 rot = mat2(cos(0.5), sin(0.5),
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-sin(0.5), cos(0.50));
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for (int i = 0; i < NUM_OCTAVES; ++i) {
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v += a * noise(_st);
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_st = rot * _st * 2.0 + shift;
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a *= 0.5;
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}
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return v;
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}
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vec3 polygon(int n, float size, vec2 pos, vec3 color, float rot) {
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float e = 0.01;
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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st = (st-pos)*2.;
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float a = atan(st.x,st.y)+rot;
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float r = TAU/float(n);
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float d = cos(floor(.5+a/r)*r-a)*length(st);
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return color-smoothstep(size-e,size+e,d);
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}
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vec3 _m(vec3 c1, vec3 c2, float v) {
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return mix(c1, c2, clamp(v, 0., 1.));
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy*3.;
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vec3 color = vec3(0.0);
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float _f = fbm(st+u_time*0.2);
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vec2 q = vec2(_f);
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_f = fbm(st+1.*q);
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vec2 r = vec2(_f);
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float f = fbm(st+r);
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color = _m(vec3(0.1,0.62,0.67),vec3(0.67,0.67,0.5), f);
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color = mix(color, vec3(0,0,0.16), length(q));
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color = mix(color, vec3(0.67,1,1), length(r.x));
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float resmin = min(u_resolution.x, u_resolution.y);
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vec2 size = (u_resolution/2.)/resmin;
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color += polygon(4, 0.7, size, -vec3(0.3), 0.8);
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gl_FragColor = vec4(color,1.);
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}
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