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