// 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); } float random (in vec2 st) { return fract(sin(dot(st.xy + mod(seed, 1000.), vec2(1892.9898, 78.23453))) * 437.54123); } 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); } }