Files
oak-editor/effects/noise.frag
T

47 lines
1.3 KiB
GLSL

#version 110
uniform vec2 resolution;
uniform float time;
uniform float amount;
uniform bool color;
uniform bool blend;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
// precision lowp float;
float PHI = 1.61803398874989484820459 * 00000.1; // Golden Ratio
float PI = 3.14159265358979323846264 * 00000.1; // PI
float SQ2 = 1.41421356237309504880169 * 10000.0; // Square Root of Two
float gold_noise(vec2 coordinate, float seed){
return fract(tan(distance(coordinate*(seed+PHI), vec2(PHI, PI)))*SQ2)*(amount*0.01);
}
void main(void) {
vec3 noise;
if (color) {
noise = vec3(gold_noise(vTexCoord, time + 42069.0), gold_noise(vTexCoord, time + 69220.0), gold_noise(vTexCoord, time + 1337.0));
} else {
noise = vec3(gold_noise(vTexCoord, time + 69420.0));
}
if (blend) {
noise = (noise - vec3(amount*0.005))*vec3(2.0);
vec4 textureColor = texture2D(myTexture, vec2(vTexCoord.x, vTexCoord.y));
gl_FragColor = vec4(textureColor.rgb+noise, textureColor.a);
} else {
gl_FragColor = vec4(noise, 1.0);
}
}
/*void main(void) {
vec4 textureColor = texture2D(myTexture, vec2(vTexCoord.x, vTexCoord.y));
textureColor.r += gold_noise(resolution);
textureColor.g += gold_noise(resolution);
textureColor.b += gold_noise(resolution);
gl_FragColor = textureColor;
}*/