#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); }