Pixel-Composer/shaders/sh_perlin_smear/sh_perlin_smear.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 u_resolution;
uniform vec2 position;
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uniform float rotation;
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uniform vec2 scale;
uniform int iteration;
uniform float bright;
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float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); }
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float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
float _my = abs(i.y - (floor(i.y / 2.) * 2.));
float a, b, c;
if(_my < 1.) {
if(f.x > f.y) {
a = random(i);
b = random(i + vec2(1.0, 0.0));
c = random(i + vec2(1.0, 1.0));
} else {
a = random(i);
b = random(i + vec2(0.0, 1.0));
c = random(i + vec2(1.0, 1.0));
}
} else {
if(1. - f.x < f.y) {
a = random(i);
b = random(i + vec2(1.0, 0.0));
c = random(i + vec2(1.0, 1.0));
} else {
a = random(i);
b = random(i + vec2(0.0, 1.0));
c = random(i + vec2(1.0, 1.0));
}
}
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(mix(a, b, u.x), c, u.y);
}
void main() {
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float ang = radians(rotation);
vec2 pos = position / u_resolution;
vec2 st = (v_vTexcoord - pos) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * scale;
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float amp = bright;
float n = 0.;
for(int i = 0; i < iteration; i++) {
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n += noise(st) * amp;
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amp *= .5;
pos *= 2.;
}
gl_FragColor = vec4(vec3(n), 1.0);
}