varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float seed; uniform float scale; uniform int iteration; uniform float flowRate; uniform int externalForceType; uniform float externalForce; uniform float externalForceDir; #region ///////////////////// PERLIN START ///////////////////// float random (in vec2 st) { return smoothstep(0., 1., abs(fract(sin(dot(st.xy + vec2(21.456, 46.856), vec2(12.989, 78.233))) * (43758.545 + seed)) * 2. - 1.)); } vec2 random2 (in vec2 st) { float a = random(st) * 6.28319; return vec2(cos(a), sin(a)); } float noise (in vec2 st) { vec2 cellMin = floor(st); vec2 cellMax = floor(st) + vec2(1., 1.); vec2 f = fract(st); vec2 u = f * f * (3.0 - 2.0 * f); vec2 _a = vec2(cellMin.x, cellMin.y); vec2 _b = vec2(cellMax.x, cellMin.y); vec2 _c = vec2(cellMin.x, cellMax.y); vec2 _d = vec2(cellMax.x, cellMax.y); vec2 ai = f - vec2(0., 0.); vec2 bi = f - vec2(1., 0.); vec2 ci = f - vec2(0., 1.); vec2 di = f - vec2(1., 1.); vec2 a2 = random2(_a); vec2 b2 = random2(_b); vec2 c2 = random2(_c); vec2 d2 = random2(_d); float l1 = mix(dot(ai, a2), dot(bi, b2), u.x); float l2 = mix(dot(ci, c2), dot(di, d2), u.x); return mix(l1, l2, u.y) + 0.5; } float perlin ( vec2 st ) { float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.); float n = 0.; vec2 pos = st; for(int i = 0; i < iteration; i++) { n += noise(pos) * amp; amp *= .5; pos *= 2.; } return n; } #endregion ///////////////////// PERLIN END ///////////////////// void main() { vec2 tx = 1. / dimension; float x0 = perlin((v_vTexcoord + vec2(-tx.x, 0.)) * scale); float x1 = perlin((v_vTexcoord + vec2( tx.x, 0.)) * scale); float y0 = perlin((v_vTexcoord + vec2(0., -tx.y)) * scale); float y1 = perlin((v_vTexcoord + vec2(0., tx.y)) * scale); vec2 flow = vec2(x1 - x0, y1 - y0); if(externalForceType == 0) flow += externalForce * (v_vTexcoord - 0.5); if(externalForceType == 1) flow += externalForce * vec2(cos(externalForceDir), sin(externalForceDir)); gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord - flow * flowRate ); }