diff --git a/weird/fbm.glsl b/weird/fbm.glsl new file mode 100644 index 0000000..7154239 --- /dev/null +++ b/weird/fbm.glsl @@ -0,0 +1,67 @@ +#ifdef GL_ES +precision mediump float; +#endif + +uniform vec2 u_resolution; +uniform vec2 u_mouse; +uniform float u_time; + +float random (in vec2 st) { + return fract(sin(dot(st.xy, + vec2(12.9898,78.233)))* + 43758.5453123); +} + +float noise (in 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; +} + +#define OCTAVES 10 +float fbm (in vec2 st) { + float value = 0.0; + float amplitud = .5; + float frequency = 0.; + + for (int i = 0; i < OCTAVES; i++) { + value += amplitud * noise(st); + st *= 2.; + amplitud *= .7; + } + return value; +} + + +vec3 circle(in vec2 _st, in float _radius, vec3 color){ + vec2 dist = _st-vec2(0.5); + return color-smoothstep(_radius-(_radius*0.02), + _radius+(_radius*0.02), + dot(dist,dist)*4.0); +} + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution.xy; + st*=5.; + st.x *= u_resolution.x/u_resolution.y; + + vec3 color = vec3(0.); + color += fbm(st*3.0); + float resmin = min(u_resolution.x, u_resolution.y); + color -= smoothstep(0.44, 0.48, distance(gl_FragCoord.xy/resmin, (u_resolution/2.)/resmin)); + + + + + gl_FragColor = vec4(color,1.0); +}