Pixel-Composer/shaders/sh_noise_fbm/sh_noise_fbm.fsh

76 lines
2.2 KiB
Plaintext
Raw Normal View History

2023-04-15 14:48:29 +02:00
// Fractal Brownian Motion
// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 position;
uniform float scale;
uniform float seed;
uniform int iteration;
uniform int colored;
uniform vec2 colorRanR;
uniform vec2 colorRanG;
uniform vec2 colorRanB;
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
2023-07-21 12:40:20 +02:00
float random (in vec2 st) { return fract(sin(dot(st.xy + mod(seed, 1000.), vec2(1892.9898, 78.23453))) * 437.54123); }
2023-04-15 14:48:29 +02:00
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
float fbm (in vec2 st) {
float value = 0.0;
float amplitude = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.);
float frequency = 0.;
for (int i = 0; i < iteration; i++) {
value += amplitude * noise(st);
st *= 2.;
amplitude *= .5;
}
return value;
}
void main() {
vec2 pos = position + v_vTexcoord * scale;
if(colored == 0)
gl_FragColor = vec4(vec3(fbm(pos)), 1.0);
else if(colored == 1) {
float randR = colorRanR[0] + fbm(pos) * (colorRanR[1] - colorRanR[0]);
float randG = colorRanG[0] + fbm(pos + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
float randB = colorRanB[0] + fbm(pos + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
gl_FragColor = vec4(randR, randG, randB, 1.0);
} else if(colored == 2) {
float randH = colorRanR[0] + fbm(pos) * (colorRanR[1] - colorRanR[0]);
float randS = colorRanG[0] + fbm(pos + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
float randV = colorRanB[0] + fbm(pos + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0);
}
}