// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 noiseAmount; uniform vec2 position; uniform float angle; uniform float seed; float random1D (in vec2 st, float _seed) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233)) * mod(_seed, 32.156) * 12.588) * 43758.5453123); } float random (in vec2 st) { return mix(random1D(st, floor(seed)), random1D(st, floor(seed) + 1.), fract(seed)); } void main() { vec2 pos = v_vTexcoord - position, _pos; _pos.x = pos.x * cos(angle) - pos.y * sin(angle); _pos.y = pos.x * sin(angle) + pos.y * cos(angle); float yy = floor(_pos.y * noiseAmount.y); float xx = (_pos.x + random1D(vec2(yy), floor(seed))) * noiseAmount.x; float x0 = floor(xx); float x1 = floor(xx) + 1.; float noise0 = random(vec2(x0, yy)); float noise1 = random(vec2(x1, yy)); gl_FragColor = vec4(vec3(mix(noise0, noise1, (xx - x0) / (x1 - x0))), 1.); }