//Shard noise //By ENDESGA varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float seed; uniform float progress; uniform float sharpness; uniform vec2 u_resolution; uniform vec2 position; uniform vec2 scale; #define tau 6.283185307179586 vec3 hash(vec3 p) { return fract(sin(vec3( dot(p, vec3(127.1324, 311.7874, 829.3683)) * (152.6178612 + seed / 10000.), dot(p, vec3(269.8355, 183.3961, 614.5965)) * (437.5453123 + seed / 10000.), dot(p, vec3(615.2689, 264.1657, 278.1687)) * (962.6718165 + seed / 10000.) )) * 43758.5453); } float shard_noise(in vec3 p, in float sharpness) { vec3 ip = floor(p); vec3 fp = fract(p); float v = 0., t = 0.; for (int z = -1; z <= 1; z++) for (int y = -1; y <= 1; y++) for (int x = -1; x <= 1; x++) { vec3 o = vec3(x, y, z); vec3 io = ip + o; vec3 h = hash(io); vec3 r = fp - (o + h); float w = exp2(-tau*dot(r, r)); // tanh deconstruction and optimization by @Xor float s = sharpness * dot(r, hash(io + vec3(11, 31, 47)) - 0.5); v += w * s * inversesqrt(1.0 + s * s); t += w; } return ((v / t) * .5) + .5; } void main() { vec2 pos = v_vTexcoord; pos.x *= (u_resolution.x / u_resolution.y); pos = (pos + position) * scale / 16.; float prog = progress / 100.; vec3 uv = vec3( pos + prog, prog * .5 ); gl_FragColor = vec4( vec3(shard_noise(16.0 * uv, pow(sharpness, 2.) * 20.)), 1. ); }