#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.); }