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