varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 u_resolution; uniform vec2 position; uniform float scale; uniform int iteration; ///////////////////// PERLIN START ///////////////////// float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); } vec2 random2 (in vec2 st) { float a = random(st); return vec2(cos(a), sin(a)); } float noise (in vec2 st) { vec2 i = floor(st); vec2 f = fract(st); vec2 u = f * f * (3.0 - 2.0 * f); float lerp1 = mix(dot(f - vec2(0.0, 0.0), random2(i + vec2(0.0, 0.0))), dot(f - vec2(1.0, 0.0), random2(i + vec2(1.0, 0.0))), u.x); float lerp2 = mix(dot(f - vec2(0.0, 1.0), random2(i + vec2(0.0, 1.0))), dot(f - vec2(1.0, 1.0), random2(i + vec2(1.0, 1.0))), u.x); return mix(lerp1, lerp2, u.y); } float perlin ( vec2 pos, int iteration ) { float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.); float n = 0.; for(int i = 0; i < iteration; i++) { n += noise(pos) * amp; amp *= .5; pos *= 2.; } return n; } ///////////////////// PERLIN END ///////////////////// void main() { vec2 pos = position + v_vTexcoord * scale; float n = perlin(pos, iteration); gl_FragColor = vec4(vec3(n), 1.0); }