// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 position; uniform vec2 u_resolution; uniform vec2 scale; uniform int iteration; uniform float seed; uniform int tile; 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, float seed) { return fract(sin(dot(st.xy + vec2(21.4564, 46.8564), vec2(12.9898, 78.233))) * (43758.5453123 + seed)); } float noise (in vec2 st, in vec2 scale) { vec2 cellMin = tile == 1? mod(floor(st), scale) : floor(st); vec2 cellMax = tile == 1? mod(floor(st) + vec2(1., 1.), scale) : floor(st) + vec2(1., 1.); vec2 f = fract(st); // Four corners in 2D of a tile float sedSt = floor(seed); float sedFr = fract(seed); float a = mix(random(vec2(cellMin.x, cellMin.y), sedSt), random(vec2(cellMin.x, cellMin.y), sedSt + 1.), sedFr); float b = mix(random(vec2(cellMax.x, cellMin.y), sedSt), random(vec2(cellMax.x, cellMin.y), sedSt + 1.), sedFr); float c = mix(random(vec2(cellMin.x, cellMax.y), sedSt), random(vec2(cellMin.x, cellMax.y), sedSt + 1.), sedFr); float d = mix(random(vec2(cellMax.x, cellMax.y), sedSt), random(vec2(cellMax.x, cellMax.y), sedSt + 1.), sedFr); // Cubic Hermine Curve. Same as SmoothStep() vec2 u = f * f * (3.0 - 2.0 * f); // Mix 4 coorners percentages return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); } float perlin(in vec2 st) { float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.); float n = 0.; vec2 pos = st; vec2 sc = scale; for(int i = 0; i < iteration; i++) { n += noise(pos, sc) * amp; sc *= 2.; amp *= .5; pos *= 2.; } return n; } void main() { if(colored == 0) { vec2 pos = (v_vTexcoord + position) * scale; gl_FragColor = vec4(vec3(perlin(pos)), 1.0); } else if(colored == 1) { float randR = colorRanR[0] + perlin((v_vTexcoord + position) * scale) * (colorRanR[1] - colorRanR[0]); float randG = colorRanG[0] + perlin((v_vTexcoord + position + vec2(1.7227, 4.55529)) * scale) * (colorRanG[1] - colorRanG[0]); float randB = colorRanB[0] + perlin((v_vTexcoord + position + vec2(6.9950, 6.82063)) * scale) * (colorRanB[1] - colorRanB[0]); gl_FragColor = vec4(randR, randG, randB, 1.0); } else if(colored == 2) { float randH = colorRanR[0] + perlin((v_vTexcoord + position) * scale) * (colorRanR[1] - colorRanR[0]); float randS = colorRanG[0] + perlin((v_vTexcoord + position + vec2(1.7227, 4.55529)) * scale) * (colorRanG[1] - colorRanG[0]); float randV = colorRanB[0] + perlin((v_vTexcoord + position + vec2(6.9950, 6.82063)) * scale) * (colorRanB[1] - colorRanB[0]); gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0); } }