#version 110 uniform vec2 resolution; vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } vec3 fade(vec3 t) { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); } float noise(vec3 P) { vec3 Pi0 = floor(P), Pi1 = Pi0 + vec3(1.0); Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); vec3 Pf0 = fract(P), Pf1 = Pf0 - vec3(1.0); vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x), iy = vec4(Pi0.yy, Pi1.yy), iz0 = Pi0.zzzz, iz1 = Pi1.zzzz, ixy = permute(permute(ix) + iy), ixy0 = permute(ixy + iz0), ixy1 = permute(ixy + iz1), gx0 = ixy0 * (1.0 / 7.0), gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0), sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 * (1.0 / 7.0), gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1), sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x, gy0.x, gz0.x), g100 = vec3(gx0.y, gy0.y, gz0.y), g010 = vec3(gx0.z, gy0.z, gz0.z), g110 = vec3(gx0.w, gy0.w, gz0.w), g001 = vec3(gx1.x, gy1.x, gz1.x), g101 = vec3(gx1.y, gy1.y, gz1.y), g011 = vec3(gx1.z, gy1.z, gz1.z), g111 = vec3(gx1.w, gy1.w, gz1.w); vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0), n100 = dot(g100, vec3(Pf1.x, Pf0.yz)), n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)), n110 = dot(g110, vec3(Pf1.xy, Pf0.z)), n001 = dot(g001, vec3(Pf0.xy, Pf1.z)), n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)), n011 = dot(g011, vec3(Pf0.x, Pf1.yz)), n111 = dot(g111, Pf1); vec3 fade_xyz = fade(Pf0); vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); return mix(n_yz.x, n_yz.y, fade_xyz.x); } void main( void ) { float time = 2.0; vec2 noiseFactor = vec2(2.0, 2.0); float noiseFactorTime = 2.0; vec2 p = gl_FragCoord.xy / resolution.y; //p *= vec2(800, 600); //p += mouse * 1.0; //float z = 1.0; //float speed = 1.0; //p.y += time * 0.1; vec2 nx = vec2(p.x * noiseFactor.x, p.y * noiseFactor.y); float v = noise(vec3(nx, time * noiseFactorTime) * 3.0) * 6.28318531; v = v * 0.15 + 0.5; gl_FragColor = vec4(vec3(v), 1.0); }