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Noise_I_(Live_Code).frag
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Noise_I_(Live_Code).frag
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// Author: Jeremy Rotsztain
// Workshop: Generating Images with Shaders @ InterAccess, 2020
// Title: Noise I (Live Code)
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
// Simplex 2D noise
//
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v){
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
float snoiseu( vec2 xy){
return snoise( xy ) * 0.5 + 0.5;
}
float plot( vec2 xy, float amt){
if( amt > xy.y - 0.006 && amt < xy.y + 0.006) return 1.0;
return 0.;
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
// animate canvas (shift down)
st.y += u_time * 0.025;
// modulate canvas (wavy gravy)
vec2 st0 = st;
st.x += snoise( st0 * 2.3 + vec2(100.0, u_time*0.2+100.)) * 0.6;
st.y += snoise( st0 * 1.3 + vec2(0.0, u_time*0.2+100.))*0.05;
vec3 color = vec3(0.);
// slower time
float tt = u_time * 0.025;
vec2 freq = vec2(3.0, 10.);
// red with 2D noise
color.r = pow(snoiseu( st * freq + vec2(0.0, tt*20.)), 3.);
color.r = smoothstep( 0.4, 0.9, color.r);
// green with 2D noise plus offset
color.g = pow(snoiseu( st * freq + vec2(100.0, tt*10.)), 4.);
color.g = smoothstep( 0.4, 0.9, color.g);
// blue with 2D noise plus offset
color.b = pow(snoiseu( st * freq + vec2(200.0, tt*1.)), 3.)*2.2 +0.3;
gl_FragColor = vec4(color,1.0);
}