2024-06-09 07:49:43 +02:00
|
|
|
//Cristal noise by doolhong
|
|
|
|
//https://www.shadertoy.com/view/XX33zs
|
|
|
|
|
|
|
|
varying vec2 v_vTexcoord;
|
|
|
|
varying vec4 v_vColour;
|
|
|
|
|
|
|
|
#define PI 3.141592
|
|
|
|
#define TAU 6.283184
|
|
|
|
|
2024-09-25 04:04:06 +02:00
|
|
|
uniform vec2 dimension;
|
2024-06-09 07:49:43 +02:00
|
|
|
|
|
|
|
uniform vec2 scale;
|
|
|
|
uniform vec2 position;
|
|
|
|
uniform int iteration;
|
|
|
|
uniform float seed;
|
|
|
|
|
|
|
|
uniform vec4 color;
|
|
|
|
uniform float gamma;
|
|
|
|
uniform float phase;
|
|
|
|
|
|
|
|
mat2 rotMat(in float r){
|
|
|
|
r = radians(r);
|
|
|
|
float c = cos(r);
|
|
|
|
float s = sin(r);
|
|
|
|
return mat2(c, -s, s, c);
|
|
|
|
}
|
|
|
|
|
|
|
|
float abs1d(in float x){ return abs(fract(x) - 0.5); }
|
|
|
|
vec2 abs2d(in vec2 v) { return abs(fract(v) - 0.5); }
|
|
|
|
float cos1d(float p) { return cos(p * TAU) * 0.25 + 0.25;}
|
|
|
|
float sin1d(float p) { return sin(p * TAU) * 0.25 + 0.25;}
|
|
|
|
|
|
|
|
vec3 Oilnoise(in vec2 pos, in vec3 RGB) {
|
|
|
|
vec2 q = vec2(0.0);
|
|
|
|
float result = 0.0;
|
|
|
|
|
|
|
|
float s = 2.2;
|
|
|
|
float gain = 6.6 / float(iteration);
|
|
|
|
vec2 aPos = abs2d(pos) * 0.5;//add pos
|
|
|
|
|
|
|
|
for(int i = 0; i < iteration; i++) {
|
|
|
|
pos *= rotMat(phase);
|
|
|
|
|
|
|
|
q = pos * s + seed;
|
|
|
|
q = pos * s + aPos + seed;
|
|
|
|
q = vec2(cos(q));
|
|
|
|
|
|
|
|
result += sin1d(dot(q, vec2(0.3))) * gain;
|
|
|
|
|
|
|
|
s *= 1.07;
|
|
|
|
aPos += cos(smoothstep(0.0,0.15,q));
|
|
|
|
aPos *= rotMat(5.0);
|
|
|
|
aPos *= 1.232;
|
|
|
|
}
|
|
|
|
|
|
|
|
result = pow(result, 4.504);
|
|
|
|
|
|
|
|
return clamp( RGB / abs1d(dot(q, vec2(-0.240, 0.))) * .5 / result, vec3(0.), vec3(1.));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void main() {
|
2024-09-25 04:04:06 +02:00
|
|
|
vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
|
|
|
|
vec2 pos = ntx * scale + position;
|
2024-06-09 07:49:43 +02:00
|
|
|
vec3 col = Oilnoise(pos, color.rgb * gamma);
|
|
|
|
gl_FragColor = vec4(col, 1.0);
|
|
|
|
}
|