#define TAU 6.28318530718 varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform int type; uniform vec2 position; uniform vec2 u_resolution; uniform vec2 scale; uniform int iteration; uniform float seed; uniform int tile; uniform float paramA; uniform float paramB; uniform int colored; uniform vec2 colorRanR; uniform vec2 colorRanG; uniform vec2 colorRanB; vec3 hsv2rgb(vec3 c) { #region 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); } #endregion 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 randomFloat (in vec2 st, float seed) { #region float sedSt = floor(seed); float sedFr = fract(seed); //sedFr = sedFr * sedFr * (3.0 - 2.0 * sedFr); return mix(random(st, sedSt), random(st, sedSt + 1.), sedFr); } #endregion float smooth(in float n, in float itr) { #region float _fr = fract(itr); float _itr = floor(itr); for(float i = 0.; i < _itr; i++) n = n * n * (3.0 - 2.0 * n); float _n1 = n * n * (3.0 - 2.0 * n); return mix(n, _n1, _fr); } #endregion vec2 random2 (in vec2 st, float seed) { return vec2(randomFloat(st, seed), randomFloat(st, seed + 1.864354564)); } float noise (in vec2 st, in vec2 scale) { #region vec2 cellMin = floor(st); vec2 cellMax = floor(st) + vec2(1., 1.); if(tile == 1) { cellMin = mod(cellMin, scale); cellMax = mod(cellMax, scale); } vec2 f = fract(st); vec2 u = f * f * (3.0 - 2.0 * f); if(type == 4) { u.x = smooth(f.x, 2. + paramA * 4.); u.y = smooth(f.y, 2. + paramA * 4.); } float a = 0., b = 0., c = 0., d = 0.; if(type == 0) { a = dot( random2(vec2(cellMin.x, cellMin.y) * 2. - 1., seed), f - vec2(0., 0.) ); b = dot( random2(vec2(cellMax.x, cellMin.y) * 2. - 1., seed), f - vec2(1., 0.) ); c = dot( random2(vec2(cellMin.x, cellMax.y) * 2. - 1., seed), f - vec2(0., 1.) ); d = dot( random2(vec2(cellMax.x, cellMax.y) * 2. - 1., seed), f - vec2(1., 1.) ); return abs(mix(mix(a, b, u.x), mix(c, d, u.x), u.y)); } else { a = randomFloat(vec2(cellMin.x, cellMin.y), seed); b = randomFloat(vec2(cellMax.x, cellMin.y), seed); c = randomFloat(vec2(cellMin.x, cellMax.y), seed); d = randomFloat(vec2(cellMax.x, cellMax.y), seed); float _m = mix(mix(a, b, u.x), mix(c, d, u.x), u.y); return _m; } return 0.; } #endregion float _perlin(in vec2 st) { #region float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.); if(type == 0) amp = pow(2., float(iteration) + 1.) / (pow(2., float(iteration)) - 1.); if(type == 3) amp *= 1.25; float n = 0., m = 0.; vec2 pos = st; vec2 sc = scale; float it = float(iteration); if(type == 3) it *= 3.; for(float i = 0.; i < it; i++) { float _n = noise(pos, sc); if(type == 3) { m += _n * amp; if(mod(i, 3.) == 2.) { n += smoothstep(0.5 - paramA, 0.5 + paramA, m) * amp; m = 0.; sc /= 1.5; amp /= .75; pos /= 1.5; } else { sc *= 1.5; amp *= .75; pos *= 1.5; } } else if(type == 4) { n += smooth(_n, 1. + paramA * 5. * i / it) * amp; } else if(type == 5) { n = max(n, _n); sc *= 1. + paramA * 0.1; pos *= 1. + paramA * 0.1; } else n += _n * amp; pos += random2(vec2(float(i)), 0.574186) * sc; if(type == 1) { sc *= 2.; amp *= .5; pos *= 1. + _n + paramA; } else if(type == 2) { sc *= 2.; amp *= .5; pos += random2(vec2(n), seed) / sc; pos *= (2. + paramA); } else if(type == 3) { } else if(type == 5) { } else { sc *= 2.; amp *= .5; pos *= 2.; } } return n; } #endregion float perlin(in vec2 st) { #region if(type == 6) { float p1 = _perlin(st - vec2(1., 0.) / scale * (1. + paramA)); float p2 = _perlin(st - vec2(0., 1.) / scale * (1. + paramA)); float p3 = _perlin(st - vec2(-1., 0.) / scale * (1. + paramA)); float p4 = _perlin(st - vec2(0., -1.) / scale * (1. + paramA)); return abs(p1 - p3) + abs(p2 - p4); } return _perlin(st); } #endregion void main() { #region 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); } } #endregion