#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec2 random2(vec2 st){ st = vec2( dot(st,vec2(127.1,311.7)), dot(st,vec2(269.5,183.3))); return -1.0 + 2.0*fract(sin(st)*43758.5453123); } float noise(vec2 st) { vec2 i = floor(st); vec2 f = fract(st); vec2 u = f*f*(3.0-2.0*f); return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ), dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x), mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ), dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y); } float shape(vec2 st, float radius) { st = vec2(0.5)-st; float r = length(st)*2.0; float a = atan(st.y,st.x); float m = abs(mod(a,3.14*2.)-3.14)/3.6; float f = radius; f += sin(a*20.); return 1.-smoothstep(f,f+0.01,r); } float splash(vec2 st) { return shape(st, .3) - shape(st, .27); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); st += noise(st*2.); for (int i = 0; i < 160; i++) { color += splash(st*(random2(vec2(float(i)))*3.)); } color += smoothstep(.3,.31,noise(st*10.)); gl_FragColor = vec4(1.-color,1.0); }