//Caustic noise by jaybird varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float seed; uniform float progress; uniform float detail; uniform float intensity; uniform vec2 dimension; uniform vec2 position; uniform vec2 scale; #region noise vec4 mod289(vec4 x) { return x - floor(x / 289.0) * 289.0; } vec4 permute(vec4 x) { return mod289((x * 34.0 + 1.0) * x); } vec4 snoise(vec3 v) { const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0); // First corner vec3 i = floor(v + dot(v, vec3(C.y))); vec3 x0 = v - i + dot(i, vec3(C.x)); // 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); vec3 x1 = x0 - i1 + C.x; vec3 x2 = x0 - i2 + C.y; vec3 x3 = x0 - 0.5; // Permutations 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) vec4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) vec4 x_ = floor(j / 7.0); vec4 y_ = floor(j - 7.0 * x_); vec4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; vec4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4(x.xy, y.xy); vec4 b1 = vec4(x.zw, y.zw); 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 g0 = vec3(a0.xy, h.x); vec3 g1 = vec3(a0.zw, h.y); vec3 g2 = vec3(a1.xy, h.z); vec3 g3 = vec3(a1.zw, h.w); // Compute noise and gradient at P vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); vec4 m2 = m * m; vec4 m3 = m2 * m; vec4 m4 = m2 * m2; vec3 grad = -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 + -6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3; vec4 px = vec4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); return 42.0 * vec4(grad, dot(m4, px)); } #endregion void main() { vec2 p = v_vTexcoord - .5; p.x *= (dimension.x / dimension.y); p = (p + position) * scale / 2.; vec3 pos = vec3(p.x, progress, p.y); vec4 n = snoise( pos ); pos -= 0.07 * n.xyz; n = snoise( pos ); pos -= 0.07 * n.xyz; n = snoise( pos ); // noise [-1..+1] -> color float i = exp(n.w * 3. - 1.5) * intensity; gl_FragColor = vec4(vec3(i), 1.); }