varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float seed; uniform float scale; uniform int detail; uniform float flowRate; uniform int useExternal; uniform float externalStrength; uniform sampler2D externalForce; float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(21.456, 46.856), vec2(12.989, 78.233))) * 43758.545); } float grey (vec4 col) { return (col.r + col.g + col.b) / 3.; } vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x * 34.0) + 10.0) * x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 vec) { #region vec3 v = vec * 4.; const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0); const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy)); vec3 x0 = v - i + dot(i, C.xxx); // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ * ns.x + ns.yyyy; vec4 y = y_ * ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; vec4 s0 = floor(b0) * 2.0 + 1.0; vec4 s1 = floor(b1) * 2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww ; vec3 p0 = vec3(a0.xy, h.x); vec3 p1 = vec3(a0.zw, h.y); vec3 p2 = vec3(a1.xy, h.z); vec3 p3 = vec3(a1.zw, h.w); //Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); m = m * m; float n = 105.0 * dot( m * m, vec4( dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3) ) ); n = mix(0.0, 0.5 + 0.5 * n, smoothstep(0.0, 0.003, vec.z)); return n; } #endregion float simplex(in vec2 st, in int itr) { #region vec2 p = st * 2.0 - 1.0; vec3 xyz = vec3(p, seed); float amp = pow(2., float(itr) - 1.) / (pow(2., float(itr)) - 1.); float n = 0.; for(int i = 0; i < 32; i++) { if(i >= itr) break; n += snoise(xyz) * amp; amp *= .5; xyz *= 2.; } return n; } #endregion void main() { vec2 tx = 1. / dimension; float x0 = simplex((v_vTexcoord + vec2(-tx.x, 0.)) / scale, detail); float x1 = simplex((v_vTexcoord + vec2( tx.x, 0.)) / scale, detail); float y0 = simplex((v_vTexcoord + vec2(0., -tx.y)) / scale, detail); float y1 = simplex((v_vTexcoord + vec2(0., tx.y)) / scale, detail); vec2 flow = vec2(x1 - x0, y1 - y0); if(useExternal == 1) { vec4 _forc = texture2D( externalForce, v_vTexcoord ); flow -= _forc.xy * externalStrength; } gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord - flow * flowRate ); }